text: Platinum Kill is a fast paced, run and gun shooter featuring lots of action, weapons, and a tongue in cheek sense of humor. It will feature six unique levels each with a challenging level end boss. The game features a chiptune soundtrack with a unique song for each level. The graphics will be a low res pixel art style. The game is playable with 1 to 5 player local co-op (4 gamepads and 1 keyboard player) and up to 4 AI players (limited to 5 real and AI players total).
  This game also features AI helpers that are unlocked when you reach kill streak milestones. These helpers are slightly intelligent characters that you play alongside you, giving you the illusion of playing with friends even if you're all alone. They stay with you until they die or your player is killed.
  The obvious comparison with Platinum Kill is going to be with Contra. Contra certainly is a big influence on this game (the original two NES titles mainly) but it is my hope that Platinum Kill can do enough different and better that it can stand on its own as not a copy but rather an envolution of the genre. There have been other entries in the genre since Contra and Super C, but I feel like those failed to really capture the excitement and pace of the original games. I want to recapture that as my starting point and layer improvements upon it. Think how the new Doom still feels like the original Doom games but then expands upon it.
  The original game this started as (see History section below) took about a month and a half to complete and I've been working on this version since January of 2017. I'm hoping I can complete this in the next 3 months but I'm bad at estimates and it'll probably end up taking way longer. I do all the programming and design myself and UI graphics and then contract out for in-game graphics and music.
  I want to talk about my game here, share what I am doing and gather feedback on how I can make the game better. If you want to playtest my game yourself and can use Steam on Windows, just drop me a line.
  Platinum Kill started off as Ultra Aktion for XBLIG and later ported to itch.io. My hope was that I could do monthly releases of titles and be able to support myself as a full time indie dev. Because of the short timeframe, I did all the graphics using simple colored rectangles and instead focused on making the gameplay as fun as possible. To this end, I think I succeeded well, but in a flooded marketplace and even at just a dollar, Ultra Aktion didn't stand out. XBLIG, where I released it initially, was also near the end and had a plethorea of issues (such as the game showing up in new releases but not being able to be downloaded for over a week before Microsoft finally fixed the issue). After the itcho.io release, I placed Ultra Aktion in Steam Greenlight was the comment that if it got appproved, I'd turn it into a full proper game. Well it did and that's what I'm doing now.
  I'm the developer and founder of Fun Infused Games. My focus has always been on creating 2D old school styled games, games that I grew up playing and have a special place in my heart for. I started making games back in 2009 with XNA and released 8-9 games for Xbox Live Indie Games (XBLIG) over the next few years. After XBLIG folded, I tried a few other platforms, releasing one game on iOS (Hypership Out of Control) and two on Ouya (ugh, waste of time). For the past few years I have been doing Steam releases and have released improved versions of four of my XBLIG titles on the platform. I also have a PS4 dev kit and a mostly working version of one of my games, but I have since gotten distracted doing Steam games. One day I plan to get back to PS4 stuff and release an actual game there too.