Bleating Edge - a fast-paced isometric action stealth/shooter

Howdy!

I've been working on this game in my spare time for the past year and a half and it's now at a state where I can show off some parts of it. If you're curious, some more details can be found in this blog post.

Bleating Edge is an isometric action game born from an odd mix of inspirations, mainly Nuclear Throne and Metal Gear Solid 1.

You control Holly, codename Agent Z, on her secret mission to defeat a terrorist organization who took control of the military base Ghost Town, from where they threaten to destroy the world by unleashing super-advanced weapons, or something. The plot really isn't the main point of the game.

(I don't know why the gifs are playing this slowly, you can find the proper ones here - btw anyone knows how/if I can upload a proper video?)

baa_gameplay

At the start of each level, you get assigned random weapons and a random armor and you gotta get past (or get rid of) a bunch of enemies before proceeding to the next level.

baa_weapon_select

There is also a Story Mode, which doubles as a tutorial of the game, where level progression and weapons are fixed. You also get to talk to your Colonel via your codec:

baa_dialogue

I also have code ready for a Daily Run mode, which will only get properly implemented if the game gets a spot in the Catalog and I get access to the Scoreboards API :innocent:

Some Trivia / Technical Details

  • the game is fully implemented in C
  • currently sits at ~13200 lines of code
  • pretty steady 50 fps on the device
  • first commit was on Dec 28 2024
  • categorically AI-free in both assets and code
  • Sounds and OST are being worked on (by external collaborators)
  • tentative release date: EOY or 2027
  • currently features 30 weapons, 11 armors and 50 levels (these numbers will likely grow before the release)

Contacts

If you're interested in the game, I will post updates:

See ya!

I made my own level editor to create levels for Bleating Edge. It is simple and kinda ugly-looking, but it has exactly all the features I need.

It is a fork of a previous project of mine, boom-edit-remake, with a whole bunch of things added to adapt it to the new game.

Some trivia about the editor:

  • it's about 7300 lines of Rust
  • based on SDL2 (no other dependencies)
  • supports all the basic stuff you would expect: place/remove/select/move tiles, undo/redo, pan, zoom in/out, copy/paste levels and tiles, create/delete levels
  • nicely integrated with the Simulator (F5 launches the game on the specified level)
  • very much not data-driven; code is not particularly clean but it's still very maintainable.
  • uses a scuffy homegrown immediate-mode UI library

omg finally some recognition of the greatness that is Nuclear Throne. Awesome concept, awesome-looking progress. Wish you the best in your development of this!

Edit: Nevermind I see that NT has had its due recognition; in my disconnect with the gaming world for the last 10 years had no idea until just now that the game had been distributed beyond of just being released from Steam Early Access in 2015