Out-Class Hunter
A downloadable game for Windows and Linux
WHAT IS OUT-CLASS HUNTER?
Out-Class Hunter (Formerly Project Specialist) is a fast paced platformer that aims to bring back things like hub worlds and fast paced gameplay. It even sports a mix of retro art styles and modern lighting techniques. A simple Single Player focused title that doesn't have things like lootboxes or live game services.
The Story follows the Bounty Hunter H-14 "Winona" tasked with taking down a mysterious mercenary who has taken a biome research space station hostage. This mercenary has completely flooded the station with his deadly robots. Luckily for H-14 for every one she takes down she gets a bigger reward.
Beta Demo
This demo is a short piece of the beginning of the game. It features 4 stages 3 regular stages and 1 boss stage. It also includes a hub exclusive to this demo.
The Full version of the game will feature a much larger hub with secrets to find and areas to unlock. Many more stages and even secret stages to discover!
Demo Features
- Fast Paced Gameplay
- First Preview Chapter of the Full Game
- 2 Normal Stages, 1 Boss Stage
- Hub Featuring a Vending Machine
- 1 Normal Stage from Chapter 2
- Secret Indie Carts
- New Droppable Checkpoints
- Raytracing
- Bounty System! - You gain reward instead of points! Every robot destroyed ,Boss Defeated ,Stage cleared ,Pickups Picked! gains you more reward! However being a bounty hunter ain't easy. Negative actions like Taking Damage, and Dying will make you lose reward and even go into debt!.
- Spend that reward! - Sometimes you'll need to pay your way to success. You can buy extra checkpoints ,health, and sometimes you can only reach certain areas with enough reward.
- Hub World! - Explore the Space Station,Spend your rewards, and Discover Secrets!*
*Hub Secrets disabled in demo
THE TEAM
Design
Key Art
Alice "Alacroix" de Lemos
Cast
Kelly "Chi-Chi" Boyer As Winona
Comona Lewin As Dreddick
Character Art & Animation
Chris "Chrispy Pixels" Pryor
Music
d.notive
MoonDeLaAxel
Shimshon the Gadite
Score
Peter Jones (Scarlet Moon Artists)
VFX
Chaofanatic
???
Logan "Hyperchaotix" McCloud
Want to follow the development? Follow @7hrone on Twitter or Join our Discord
Status | In development |
Platforms | Windows, Linux |
Rating | Rated 4.8 out of 5 stars (4 total ratings) |
Author | Astrophobia |
Genre | Platformer |
Made with | Unreal Engine |
Tags | 3D Platformer, Fast-Paced, Pixel Art, Sci-fi, Singleplayer, Unreal Engine |
Average session | A few minutes |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller |
Links | Steam, Patreon |
Download
Click download now to get access to the following files:
Exclusive content
Support this game at or above a special price point to receive something exclusive.
Early Supporter Credit!
Your name/username will be included in the Credits and Supporter Credits menu!
Thank you for helping us on our journey!
This reward is to help us polish the demo better for pitching. this reward is by no means crowdfunding to fund the entire project
Development log
- Out-Class Hunter - "I don't like sand" 0.1.1 UpdateAug 31, 2023
- Out-Class Hunter - "The Big One" 0.1.0 Update & RoadmapSep 05, 2022
- Out-Class Hunter "The Overhaul" 0.0.15 Update VideoMar 30, 2022
- SAGE 2021 Demo Ver 0.0.14Aug 21, 2021
- Out-Class Hunter 0.0.13 "Where we are now" Update DetailsApr 30, 2021
- SAGE Demo 0.0.12.1Sep 21, 2020
- SAGE Demo 0.0.12Sep 19, 2020
- Thank You for an Amazing SAGE 2020Sep 12, 2020
Comments
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Oh, almost forgot: you should include a description of what's different between the difficulties, because there's no standard: they mean different things in different games.
Currently in the public build it affects the enemy count and debt/score rates. this is subject to change in the future
Some feedback: the tutorial room doesn't work; you just get thrown in an empty room with a non-functional door until you exit via the pause menu. Also, there should be subtitles during the intro cutscene, and I'd like an anti-aliasing option if possible. By the way, is it just me, or does the camera move at a lower framerate than what's set in the options? The first boss arena especially felt low-framerate no matter how much I lowered the settings, and when the boss killed me, I wasn't able to pause the game anymore until I beat the boss.
As for gameplay, there's too much forward momentum, which makes precise platforming unnecessarily difficult (especially this early in the game). 3D Sonic gets away with it because of the homing attack (which instantly kills momentum upon hitting an enemy), and 2D Sonic gets away with it due to there being fewer ways to miss a platform or lose track of yourself in 2D space. Maybe you could add a ground-pound move to get around this issue? Also, the jetpack and forward-dash should switch buttons; there were several times where I'd go to jump, only to dash off the platform instead. Swapping the buttons would fix this while also letting the X button do something while on the ground.
On a different subject, it would be beneficial if similar-looking objects that act differently from each other get recolored (such as ordinary wood vs. collapsing wood or normal sand vs. death sand). Plus, the death sand should kill the player faster than it does. Also, I'd appreciate if pushing the red button in the sand level had the camera cut to what it changed, like the Zelda games do.
Lastly, how do I attack/kill the tower turrets in the sand level without getting hit myself?
The current build on here is p old now. A lot of these things are wip or have already been fixed/changed. As for the tutorial issue that is a bug we haven't heard of before but that tutorial is being reworked anyways.
Anti-Aliasing won't be added. there is a technical reason for this.
Unless you're playing on an older build the camera should be tied to your current framerate. I don't know why you would be experiencing low frames in the first boss arena if you're not dropping frames elsewhere. I'll be sure to keep an eye out for any issues relating to that.
Lastly jetpack and the dash is planned to be swappable however hover is meant to be supplementary to the rest of the kit. Also there is a reverse jump (similar to how a ground pound would work) already present in the game. though in general everything in the current public build has been completely reworked under the hood as well as new attacks/movement having been added since.
Found this game during the steam nextfest and I like it 👍 ->
Glad you like it! Keep an eye out in september for an update to the demo!
I’m leaving this comment for posterity, but real talk, this project has been really promising and I’m happy with the progress it’s gotten.
The game looks, awesome guys! Sending love from Smol Bean Games and can't wait to try the full thing!
Keep an eye out we have an updated demo coming in August 👀.