Backers funded Barbwire Rodeo within 24 hours of its Kickstarter launch, Extra Fun says. Its fights send enemies ricocheting through arenas, where collisions can build combos and improve rewards.
Dino De Rocco hears about a $1,000,000,000 raffle on the radio and sets off across a collapsing city. His friends are chasing the same prize. Robot cops and gangs block the way, while mutants roam a city packed with destructible objects.
The race takes place in Jackpot City, where the group's route to the money runs through a steady stream of breakable scenery.
Campaign clears its target
Extra Fun reached its Kickstarter goal for Barbwire Rodeo within 24 hours of launch, raising more than $5,000. The developers describe themselves as new to the indie scene. Kickstarter rewards gave backers a chance to leave a mark on the game, including by creating custom NPCs.
The project is also listed on Steam with a playtest designation. Extra Fun is developing the game as it builds on the campaign milestone.
Enemies become pinballs
Enemies can crash into one another, too. Extra Fun's combat concept treats them as ammunition as well as targets, making positioning and momentum part of each attack.
Arena scores depend on combo chains and how well players use their surroundings. The game's description says stronger performances can bring better rewards. Rare items may also drop, and high scores can open routes through Jackpot City.
NGB has covered arena-based action in DARKENSTEIN 3D. In Barbwire Rodeo, arena scoring turns on physics and the objects players use during a fight.
A cartoon city in collapse
Dino is competing with friends who heard the same radio broadcast, and all of them are after the $1,000,000,000 raffle prize. Jackpot City is a crumbling place shaped by dark humour and an early-2000s cartoon sensibility. DIY punk culture is another influence. Robot police stand between the characters and the prize, alongside gangs and mutants.
Weapon customisation is also confirmed. Players can find weapons and modify them with upgrades. The developers point to a hockey stick fitted with black-magic charms as an example of the game's deliberately scruffy tone.
In combat, a collision's force and direction determine where an enemy goes next.