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	<title>Silver Dollar Games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>One Finger Death Punch 2 is Out Now on PC</title>
		<link>https://gamingbolt.com/one-finger-death-punch-2-is-out-now-on-pc</link>
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		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 16 Apr 2019 02:45:27 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[One Finger Death Punch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Silver Dollar Games]]></category>
		<category><![CDATA[Steam]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=394905</guid>

					<description><![CDATA[The long-awaited sequel offers over 400 levels, 26 skills, and 1000 different animations.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2019/04/One-Finger-Death-Punch-2.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-394906" src="https://gamingbolt.com/wp-content/uploads/2019/04/One-Finger-Death-Punch-2.jpg" alt="One Finger Death Punch 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2019/04/One-Finger-Death-Punch-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2019/04/One-Finger-Death-Punch-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2019/04/One-Finger-Death-Punch-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2019/04/One-Finger-Death-Punch-2-1024x576.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Prep those fingers for some directional brawling &#8211; Silver Dollar Games&#8217; <em>One Finger Death Punch 2</em> is finally available on PC via Steam. Much like its predecessor, the kung fu title sees players fights swarms of foes using a two-button control scheme. Though the visual style seems simple, it&#8217;s not long before the screen is filled with weapons, flying bodies, and over-the-top takedowns.</p>
<p><em>One Finger Death Punch 2</em> boasts 1000 different animations and 26 available skills. In an interesting twist over the first, all 26 skills can be enabled at once, leading to some chaotic action. There are over 400 levels and four endless Survival Towers to fight through, so rest assured that there&#8217;s plenty of content to be had.</p>
<p>If you&#8217;re still unsure about picking it up (even if it is currently $5.99), <a href="https://gamingbolt.com/one-finger-death-punch-2-demo-is-now-available-on-steam">there&#8217;s a free demo</a> for the game available on Steam. Silver Dollar co-founder Jon Flook <a href="https://gamingbolt.com/one-finger-death-punch-2-releases-in-april-2019-for-pc">also revealed in October 2018</a> that the original game was &#8220;hidden&#8221; somewhere in the sequel, along with the studio&#8217;s &#8220;most recent cancelled project&#8221;. Check out GamingBolt&#8217;s <a href="https://gamingbolt.com/one-finger-death-punch-2-interview-not-messing-with-a-winning-formula-the-challenges-of-development-and-more">official interview</a> with the development team to learn more about the mechanics.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">394905</post-id>	</item>
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		<title>One Finger Death Punch 2 Demo is Now Available on Steam</title>
		<link>https://gamingbolt.com/one-finger-death-punch-2-demo-is-now-available-on-steam</link>
					<comments>https://gamingbolt.com/one-finger-death-punch-2-demo-is-now-available-on-steam#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 12 Feb 2019 13:52:18 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[One Finger Death Punch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Silver Dollar Games]]></category>
		<category><![CDATA[Steam]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=385958</guid>

					<description><![CDATA[The goal of the demo is to showcase the flow of the combat.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2.jpg"><img decoding="async" class="aligncenter wp-image-369899" src="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2.jpg" alt="One Finger Death Punch 2" width="620" height="354" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-300x171.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-768x438.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-1024x584.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p>Stickfighting beat &#8217;em up <a href="https://gamingbolt.com/one-finger-death-punch-2-interview-not-messing-with-a-winning-formula-the-challenges-of-development-and-more"><em>One Finger Death Punch 2</em></a> can now be experienced today, thanks to a <a href="https://store.steampowered.com/app/980300/One_Finger_Death_Punch_2/" target="_blank" rel="noopener">free demo on Steam</a>. While the overall content wasn&#8217;t outlined, developer Silver Dollar Games feels that only by playing the demo will its flow of combat &#8220;become clear&#8221;.</p>
<p>&#8220;The flow of combat is something we spent years tweaking. It&#8217;s what makes <em>OFDP2</em> unique. Only by playing it will this become clear. That&#8217;s why it&#8217;s important to us that you try the game out before you consider purchasing it,&#8221; reads the <a href="https://steamcommunity.com/games/980300/announcements/detail/1745611027642756631" target="_blank" rel="noopener">Steam announcement</a>.</p>
<p>If you&#8217;ve never played <em>One Finger Death Punch</em>, the premise is simple. Enemies will attack from either side of the 2D stage, and you need to hit left-click to attack left and right-click to attack right. Building combos results in special abilities, devastating takedowns, and much more as the action unfolds. There are even weapons like swords, staffs, arrows, and more that keep the action fresh.</p>
<p><em>One Finger Death Punch 2</em> is out on April 15th for PC. It promises over 400 levels, four endless survival modes, 26 skills, leaderboards, and 15 different types of levels. It will also <a href="https://gamingbolt.com/one-finger-death-punch-2-releases-in-april-2019-for-pc">include the first game in full</a>, along with the studio&#8217;s most recent cancelled project.</p>
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		<title>One Finger Death Punch 2 Interview &#8211; Not Messing With A Winning Formula, the Challenges of Development, and More</title>
		<link>https://gamingbolt.com/one-finger-death-punch-2-interview-not-messing-with-a-winning-formula-the-challenges-of-development-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Tue, 23 Oct 2018 10:58:02 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[nintendo switch]]></category>
		<category><![CDATA[One Finger Death Punch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Silver Dollar Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=368706</guid>

					<description><![CDATA[Silver Dollar Games answer some of our questions about the upcoming beat 'em up.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>hen <em>One Finger Death Punch </em>first came out over three years ago, it immediately endeared itself to a lot of fans. While its simplistic controls and fast action kept things accessible and enjoyable, it had depth behind those simple mechanics, while its visual design also helped the game set itself apart from the crowd. Naturally then, <em>One Finger Death Punch 2 </em>seems like an exciting prospect, a game that can build upon the strengths of its predecessor and remove its flaws from the equation to deliver a more well-rounded experience. Recently, we got the chance to send some of our questions about the upcoming beat &#8217;em up across to the Jon Flook, founder of Silver Dollar Games, about how they plan on improving upon the first game, about the challenges they have faced during development, their views on microtransactions, and a lot more. Scroll downward and be sure to give it a read.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2.jpg"><img decoding="async" class="aligncenter size-full wp-image-327818" src="https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2.jpg" alt="One Finger Death Punch 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2-300x169.jpg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">We don&#8217;t mess with the winning formula. <em>OFDP2</em> will feel familiar to players who have played the first game. However, that&#8217;s not to say the sequel has no new surprised.</span>"</p>
<p><strong><span class="s1">The original game brought a very unique concept to players. How does this sequel build upon this foundation?</span></strong></p>
<p class="p1"><span class="s1">We don&#8217;t mess with the winning formula. <em>OFDP2</em> will feel familiar to players who have played the first game. However, that&#8217;s not to say the sequel has no new surprised.</span></p>
<p class="p1"><span class="s1">There is now dodging, catching and deflecting projectiles. You can have 26 skills active at once. There are new boss type enemies. There are several different struggle moments that occur during combat. New dual color enemy types will be in the later levels. 13 different stage types that mix up the combat throughout the game. A series of survival towers give a better sense of progression through the endless mode. A couple of new game modes that will be discussed later. A polish to the game mechanics that make <em>OFDP2</em> unquestionable better than the first game or any other similar game. Our goal is to deliver a product that&#8217;s of great value at its price point, whatever that&#8217;s going to end up being. I think we&#8217;ve achieved that goal.</span></p>
<p class="p1"><strong><span class="s1">Were there any particular improvements you knew you wanted to have in this sequel from the start?</span></strong></p>
<p class="p1"><span class="s1">Nothing in particular. The first game had many rough edges, all of which was due to lack of time and money to complete it. With <em>OFDP2</em> we just wanted a better overall experience. We wanted to make the game we knew <em>OFDP1</em> could have been if given the proper attention.</span></p>
<p class="p1"><strong><span class="s1">The first game was unforgiving to players who simply mashed buttons. Does this sequel continue that tradition?</span></strong></p>
<p class="p1"><span class="s1">Due to the core nature of how the game mechanics work if you button mash in <em>OFDP2</em> you will lose. In my opinion, it&#8217;s that very mechanic that makes <em>OFDP</em> unique from all other brawling games out there.</span></p>
<p class="p1"><strong><span class="s1">What stage of development are you currently at with this game?</span></strong></p>
<p class="p1"><span class="s1">We&#8217;re nearing the end of development, but there&#8217;s still a lot of finishing touches to complete. It&#8217;s been a long five years. We&#8217;re planning on releasing sometime in the spring of 2019.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-368708" src="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-2.jpg" alt="One Finger Death Punch 2" width="620" height="348" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-2.jpg 590w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-2-300x168.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">There&#8217;s technically 640 levels, but most of those are skippable or optional. You can complete the game by playing as little as 147 levels. We know we made way too many levels and we don&#8217;t expect anyone to play them all. The game isn&#8217;t about completing it, it&#8217;s more about enjoying playing it.</span>"</p>
<p class="p1"><strong><span class="s1">Will there be any changes in the visual department of the game? If so, what inspired these changes?</span></strong></p>
<p class="p1"><span class="s1">There will be no big changes visually. Maybe a few minor tweaks in response to some feedback we&#8217;re getting on our trailers. I fear we&#8217;re in for a rough ride with <em>OFDP2</em> because it plays much better than it looks. We&#8217;re always looking for little ways to make the game look more appealing. I think we&#8217;ve done everything we&#8217;re capable of doing.</span></p>
<p class="p1"><strong><span class="s1">Can you tell us about some of the new game modes that will be in this sequel?</span></strong></p>
<p class="p1"><span class="s1">We have regular levels and blind levels where we take away the attack bars below the player and the enemies. We have a survival tower where you&#8217;ll compete for a top score as well as a blind survival tower. We have a gauntlet where the player has only ten life to complete a series of random levels. There&#8217;s also a blind gauntlet. There&#8217;s a couch co-op survival tower where you tag/swap in with a friend. The co-op is a limited experience and the game should be purchased on its single player merits alone.</span></p>
<p class="p1"><strong><span class="s1">What are some of the new skills we will be seeing here?</span></strong></p>
<p class="p1"><span class="s1">There&#8217;s a throwing projectile minigame skill that&#8217;s kind of like the dagger rounds from <em>OFDP1</em>. There&#8217;s a neat little horse minigame skill where you mount a horse and take out some bad guys. There&#8217;s a weapon rack skill that gives you a series of different weapons.</span></p>
<p class="p1"><strong><span class="s1">How many stages will there be this time around?</span></strong></p>
<p class="p1"><span class="s1">There&#8217;s technically 640 levels, but most of those are skippable or optional. You can complete the game by playing as little as 147 levels. We know we made way too many levels and we don&#8217;t expect anyone to play them all. The game isn&#8217;t about completing it, it&#8217;s more about enjoying playing it.</span></p>
<p class="p1"><strong><span class="s1">How exactly will couch co-op work and how many levels will be available for this?</span></strong></p>
<p class="p1"><span class="s1">The co-op mode is a survival tower where you and a friend take turns fighting to get a high score. Like other tag fighting games, when your life&#8217;s low, you tag out with your friend and they take over. While you&#8217;re waiting, your health regenerates. There&#8217;s also a blind co-op survival tower for those who want a bigger challenge. Again it&#8217;s a limited experience and <em>OFDP2</em> should be purchased on its single player merits since that&#8217;s the bulk of the game.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-368710" src="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image.jpg" alt="One Finger Death Punch 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image.jpg 1280w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">The game was extremely difficult to develop. We&#8217;re still struggling with finishing it up. We&#8217;re very worried about the challenges that await us when we start to port it over to consoles.</span>"</p>
<p class="p1"><strong><span class="s1">Are there any particular challenges you’ve faced in developing the game?</span></strong></p>
<p class="p1"><span class="s1">The game was extremely difficult to develop. We&#8217;re still struggling with finishing it up. We&#8217;re very worried about the challenges that await us when we start to port it over to consoles. We had to rebuild the entire game from scratch using Unity 3D. It&#8217;s been a long and expensive endeavour. When only 0.5% of all Steam games make up 50% of all the sales, I know as well as anyone that our chances of being that 0.5% is extremely unlikely. If this game fails, and the odds are against us, I fear this may be the last video game we make.</span></p>
<p class="p1"><strong><span class="s1">The game will feature Xbox One X specific enhancements. What can players expect if they are playing the game on Xbox One X? Is 4K/60fps on the cards?</span></strong></p>
<p class="p1"><span class="s1">The game uses a lot of 2D illustrated graphics that aren&#8217;t drawn in 4K. If they were, the textures would be huge and that&#8217;s not efficient. The game will run at 60fps on Xbox One but from our preliminary tests, we believe it will be much smoother on the Xbox One X.</span></p>
<p class="p1"><strong><span class="s1">And how will the PS4 Pro version turn out in terms of resolution and frame rate?</span></strong></p>
<p class="p1"><span class="s1">We haven&#8217;t been able to dive into the PS4 version of <em>OFDP2</em> yet. That&#8217;s something we&#8217;re going to do in the next few months, but don&#8217;t have the time at the moment. It&#8217;s difficult for us to look at porting until all the components of the game are completed and we&#8217;re just not there yet.</span></p>
<p class="p1"><strong><span class="s1">From a development perspective, how do you find the Xbox One X to be and how do you compare it with the PS4 Pro?</span></strong></p>
<p class="p1"><span class="s1">We don&#8217;t know yet, but we&#8217;re looking forward to seeing what those consoles can do.</span></p>
<p class="p1"><strong><span class="s1">How is the game running on the original Xbox One and PS4, frame rate and resolution wise?</span></strong></p>
<p class="p1"><span class="s1">We believe we can get a steady 60fps in Xbox One and PS4.</span></p>
<p class="p1"><strong><span class="s1">What is the resolution and frame rate of the Switch version in docked and undocked modes?</span></strong></p>
<p class="p1"><span class="s1">Our first tests show the Switch version running at 45fps to 60fps undocked. That&#8217;s with no optimization done. I know there are a few things we can do and I bet we can get it running at a consistent 60fps undocked.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-368709" src="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-3.jpg" alt="One Finger Death Punch 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-3.jpg 1000w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/One-Finger-Death-Punch-2-image-3-768x432.jpg 768w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">Porting games to consoles is always a difficult process with little documentation to help. I&#8217;m hoping the next generation of consoles makes it easier for indies. We spend hours sifting through forum posts looking for help with often little results. A comprehensive porting document at launch would be great for developers like us.</span>"</p>
<p class="p1"><strong><span class="s1">Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</span></strong></p>
<p class="p1"><span class="s1">Porting games to consoles is always a difficult process with little documentation to help. I&#8217;m hoping the next generation of consoles makes it easier for indies. We spend hours sifting through forum posts looking for help with often little results. A comprehensive porting document at launch would be great for developers like us.</span></p>
<p class="p1"><strong><span class="s1">What is your take on the ongoing drama of loot boxes and microtransactions?</span></strong></p>
<p class="p1"><span class="s1">I don&#8217;t see the big deal with loot boxes. I loved buying Magic the Gathering booster packs when I was a kid. Also, I&#8217;m looking forward to buying a bunch of Keyforge decks when that card game comes out. However, it does suck when you buy a game for $80 and you have unlocked a whole bunch of stuff by either playing or microtransactions. It&#8217;s like I paid you $80, that should unlock all that. When a game hoses players with loot boxes I feel that&#8217;s more of a problem from the game developers and less about loot boxes themselves.</span></p>
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		<title>Porting Games To PS5 And Xbox Scarlett Should Be Easier, Current Gen Has Little Documentation &#8211; Dev</title>
		<link>https://gamingbolt.com/porting-games-to-ps5-and-xbox-scarlett-should-be-easier-current-gen-has-little-documentation-dev</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Fri, 05 Oct 2018 13:52:55 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[next xbox]]></category>
		<category><![CDATA[One Finger Death Punch 2]]></category>
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					<description><![CDATA[One Finger Death Punch 2 dev hopes next-gen consoles can make life a bit easier for indie developers.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-251784" src="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg" alt="" width="620" height="357" srcset="https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4.jpg 620w, https://gamingbolt.com/wp-content/uploads/2015/12/Xbox-One-PS4-300x173.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>When one buys consoles of newer generations, they&#8217;re usually looking for new experiences- that much is obvious. But there&#8217;s no doubting that porting over some older games to newer consoles has a lot of value. Not only does that make the game available to audiences who may not have played them before, these ports usually come with enhancements and newer features as well.</p>
<p>However, porting isn&#8217;t always easy. It&#8217;s not a simple copy-paste job. Especially when it comes to indie developers, porting can be a pretty long process. We recently had the chance to speak with Silver Dollar Games&#8217; Jon Flook, designer of the upcoming beat &#8217;em up <em>One Finger Death Punch 2, </em>and ended up asking him about his expectations from next-gen systems. For Flook, being able to port games to next-gen systems with more ease is one of the things he wants to see most, since that is something, according to him, that is very hard to do on the PS4 and Xbox One, due to lack of proper porting documentation.</p>
<p>&#8220;Porting games to consoles is always a difficult process with little documentation to help,&#8221; Flook said while speaking with GamingBolt. &#8220;I&#8217;m hoping the next generation of consoles makes it easier for indies.  We spend hours sifting through forum posts looking for help with often little results.  A comprehensive porting document at launch would be great for developers like us.&#8221;</p>
<p><em>One Finger Death Punch 2 </em>is slated for a release in Spring 2019. Stay tuned to GamingBolt for our full interview with Flook.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">365702</post-id>	</item>
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		<title>One Finger Death Punch 2 Announced, Releasing in 2019</title>
		<link>https://gamingbolt.com/one-finger-death-punch-2-announced-releasing-in-2019</link>
					<comments>https://gamingbolt.com/one-finger-death-punch-2-announced-releasing-in-2019#respond</comments>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 06 Mar 2018 10:00:23 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[One Finger Death Punch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps4]]></category>
		<category><![CDATA[Silver Dollar Games]]></category>
		<category><![CDATA[Xbox One]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=327816</guid>

					<description><![CDATA[Shifting from XNA to Unity which will could mean multiple platform support.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-327818" src="https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2.jpg" alt="One Finger Death Punch 2" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2.jpg 620w, https://gamingbolt.com/wp-content/uploads/2018/03/One-Finger-Death-Punch-2-300x169.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>You probably played <em>One Finger Death Punch</em>, a stickman brawler that&#8217;s as violent as it is emotionally captivating (with its violence). Even if you haven&#8217;t, it&#8217;s getting a sequel in 2019 according to a <a href="https://www.facebook.com/SilverDollarGames/photos/a.266910283399107.61370.266895346733934/1640304546059667/?type=3&amp;theater">recent announcement</a> from Silver Dollar Games.</p>
<p>What&#8217;s even better is that it will be moving away from Microsoft&#8217;s XNA toolset to develop on Unity. Though the first game released an Xbox Live Indie Title roughly five years go, there&#8217;s a chance it could come to other platforms like PlayStation 4 (&#8220;if PlayStation will accept it&#8221; as <a href="https://www.facebook.com/SilverDollarGames/photos/a.266910283399107.61370.266895346733934/1640304546059667/?type=3&amp;comment_id=1640376949385760&amp;reply_comment_id=1641185192638269&amp;comment_tracking=%7B&quot;tn&quot;%3A&quot;R9&quot;%7D">per the studio</a>). As such, Silver Dollar has sent a proposal to Microsoft for an Xbox One release as well.</p>
<p>Expect pretty much the same gameplay as the first title where you hit left or right to instantaneously destroy an enemy on either side. You can expect <em>One Finger Death Punch 2</em> to be at GDC 2018 in a few weeks so perhaps we&#8217;ll learn more about its changes there.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">327816</post-id>	</item>
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		<title>Eight Reasons Why You Should Make An Xbox Indie Game</title>
		<link>https://gamingbolt.com/eight-reasons-why-you-should-make-an-xbox-indie-game</link>
					<comments>https://gamingbolt.com/eight-reasons-why-you-should-make-an-xbox-indie-game#respond</comments>
		
		<dc:creator><![CDATA[Rashid Sayed]]></dc:creator>
		<pubDate>Wed, 10 Aug 2011 13:03:42 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Silver Dollar Games]]></category>
		<category><![CDATA[XBL]]></category>
		<category><![CDATA[XBLA]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[Xbox Live]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=39498</guid>

					<description><![CDATA[Jonathan Flook from Silver Dollar Games gives our readers eight reasons why a developer should make an Xbox Indie Game. I&#8217;ve read a few articles about the many problems with the App Hub and Xbox Indie Games, but I can’t find too many about how great it is.  So I thought I’d give it a try.  [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Jonathan Flook from Silver Dollar Games gives our readers eight reasons why a developer should make an Xbox Indie Game.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2011/08/Top-30-Xbox-Live-Indie-Games.jpg"><img loading="lazy" decoding="async" class="aligncenter size-full wp-image-39507" title="Top-30-Xbox-Live-Indie-Games" src="https://gamingbolt.com/wp-content/uploads/2011/08/Top-30-Xbox-Live-Indie-Games.jpg" alt="" width="500" height="155" srcset="https://gamingbolt.com/wp-content/uploads/2011/08/Top-30-Xbox-Live-Indie-Games.jpg 500w, https://gamingbolt.com/wp-content/uploads/2011/08/Top-30-Xbox-Live-Indie-Games-300x93.jpg 300w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a></p>
<p>I&#8217;ve read a few articles about the many problems with the App Hub and Xbox Indie Games, but I can’t find too many about how great it is.  So I thought I’d give it a try.  Silver Dollar Games would like to share eight reasons why you should make an Xbox Indie Game.  This article is purely based on our experiences making Xbox Indie Games from the first day Xbox Indie Games launched till now.  Additionally we didn’t consult any other developers while making this article.</p>
<h2>1. A Great Place to Start</h2>
<p>If you haven’t made a video game before and you’re not sure where to start, Xbox Indie Games is the place to go.  The XNA framework is very easy to use.  Additionally any problems you encounter, chances are someone has come across it before and they’ll be able to help you.  If you’re looking for general knowledge on XNA there are dozens of reference books you can purchase to assist you.</p>
<p>More importantly the Play Test and Peer Review process can be relatively quick if you like.  If you follow the guidelines provided in the App Hub forums you can get your game released in two weeks from the first day you submit it.  Further to that, if you want extensive feedback on your game you can use the Play Test forums to get feedback from other developers as long as you wish.  Xbox Live Indie Games is for everyone and everyone is welcome.  The community is very helpful and very excepting of new developers.  Give it a try, I’m sure you’re discover the same thing.</p>
<h2>2. Helps Dreams Come True</h2>
<p>Believe it or not, Xbox Indie Games have made many people’s dreams come true or at least one step closer to it.  Each year Microsoft is gracious enough to host a competition with plenty of prizes.  The Dream Build Play contest is used to find the best Xbox Indie Games out there.  The winners could be offered a chance to put their game on Xbox Live Arcade in addition to cash prizes.  Our game Blazing Birds was a lucky winner one year and is now on Xbox Live Arcade.  It’s hard to explain how exhilarating it is to have an Xbox Live Arcade game out on the market, but just entering the Dream Build Play contest is exciting in its self.</p>
<p>Xbox Indie Games has also helped many developers get their game on Steam.  From what I’ve read in the App Hub forums it’s hard to get an indie game on Steam, but many developers have used their Xbox Indie Game as a sales pitch to Steam.  Beat Hazard, Defy Gravity, Your Doodles Are Bugged, Cthulhu Saves the World and Breath of Death IIV are all example of games on Xbox Indie Games that are now on Steam.  It’s amazing to see exceptional games get twice the exposure, I believe partly thanks to the amazing opportunity Xbox Indie Games provides.</p>
<p>From time to time there’s talk on the App Hub forums about Xbox Indie Games being a failed venture.  People have come up with countless reasons why.  Lack of exposure, no achievements and no leader boards are some of the reasons mentioned.  It’s not all bad.  There are plenty of games that have seen incredible success.  Fortress Craft for example is well on its way to making a million dollars.  I’ve also read that James Silva bought a house off the sales he made from his game, I MAED A GAM3 W1TH Z0MBIES 1N IT!!!.  The Impossible Game is still selling great two years after its release.  In fact, if you go to <a href="http://marketplace.xbox.com">http://marketplace.xbox.com</a> and sort Indie Games by Best Selling All-Time you’ll see a hundred games from all genres that have sold well.  All of these games are fantastic in their own right.  It’s not impossible to make a buck on indie games.  We’re not very good at it ourselves, but many others have been and continue to be each day.</p>
<h2>3. Fans and Blogger Support</h2>
<p>One of the best things about Xbox Indie Games is the endless support from bloggers and critics.  There are many websites out there dedicated to showing the world all the great Xbox Indie Games.  I won’t name them, but a simple Google search will turn up hundreds of sites.  The passion people have for Xbox Indie Games is extraordinary.  It’s not just bloggers and critics though.  Thousands of fans take the time to write us developers.  I myself have received dozens of e-mails about our games and I know, from looking at their websites, that other developers like Digital DNA and Stegersaurus Games have received much acclaim as well.</p>
<p>I assure you, if you make an Xbox Indie Game you’ll find someone out there that’ll enjoy it.  I can’t think of too many things more rewarding than having someone finish your game and tell you how much they loved it.  That’s reason enough to make an Xbox Indie Game.</p>
<p>The support goes beyond blogs, reviews and fans though.  Have you heard about the Indie Games Winter Uprising from 2010?  How about the Indie Games Summer Uprising?  Well&#8230; people like Dave Voyles and Kris Steele are just a few of the many people working overtime to make promotions like the Uprisings happen.  Everyone I know and spoken to do all this work for free.  No one’s getting money from promoting Indie Games.  I’m guessing they’re all helping out because they believe Xbox Indie Games something special.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">39498</post-id>	</item>
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		<title>Fatal Seduction teasers, trailer and making of</title>
		<link>https://gamingbolt.com/fatal-seduction-teasers-trailer-and-making-of</link>
					<comments>https://gamingbolt.com/fatal-seduction-teasers-trailer-and-making-of#respond</comments>
		
		<dc:creator><![CDATA[George Reith]]></dc:creator>
		<pubDate>Thu, 23 Jun 2011 17:19:25 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Fatal Seduction]]></category>
		<category><![CDATA[Silver Dollar Games]]></category>
		<category><![CDATA[trailer]]></category>
		<category><![CDATA[xbox 360]]></category>
		<guid isPermaLink="false">http://gamingbolt.com/?p=34267</guid>

					<description><![CDATA[Silver Dollar Games have released a series of teasers, a trailer and a making of video for their upcoming Xbox Live Indie horror game Fatal Seduction. The developer is confident that it&#8217;s the creepiest game on the service. See what you think based on the footage below.]]></description>
										<content:encoded><![CDATA[<p>Silver Dollar Games have released a series of teasers, a trailer and a making of video for their upcoming Xbox Live Indie horror game Fatal Seduction. The developer is confident that it&#8217;s the creepiest game on the service. See what you think based on the footage below.</p>
<p><iframe loading="lazy" width="655" height="368" src="https://www.youtube.com/embed/RYOukhKVBPc" frameborder="0" allowfullscreen></iframe></p>
<p><iframe loading="lazy" width="655" height="368" src="https://www.youtube.com/embed/4wvy5TTE-V4" frameborder="0" allowfullscreen></iframe></p>
<p><iframe loading="lazy" width="655" height="368" src="https://www.youtube.com/embed/TJ6dMKQn9YY" frameborder="0" allowfullscreen></iframe></p>
<p><iframe loading="lazy" width="655" height="368" src="https://www.youtube.com/embed/BFvenBqHlJ4" frameborder="0" allowfullscreen></iframe></p>
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