Author Topic: Go to Hell Dave  (Read 1175 times)

Offline zapiy

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Go to Hell Dave
« on: July 18, 2013, 19:22:03 PM »

I was recently contacted by Alex below who are looking for some promo and i said sure thing.. Anything to help a small group of guys into making games for the love of it.. So here we have it, Go to Hell Dave is a point and click adventure.. Below is some info from the guys, how they started, what the game is about and more.

Enjoy and feel free to like their Facebook page or follow them.

I'm Alex Creative Director, I was born in Blackburn, I grew up in Oswaldtwistle later went to St Mary's college Blackburn and then on completion of my Alevels I attended and graduated from Stafford university.

So who is Falchion Games?

We are a small team of 4, 2 in the Uk (Stafford and Stoke) and one is in Australia and one in the US and we have always loved point and click games so we thought why not make our own. 10 months later we are still hard at work on Go To Hell Dave.

So what is GTHD

Dave was just a normal guy with a typical life until he smashed his car into a lamp-post, with his girlfriend Sharon in the passenger seat. Waking up at the gates of Hell, Dave discovers that his girlfriend has gone, Satan is missing and Hell has become a dilapidated mess.

'Go to Hell Dave' is a hilarious adventure in which you will take Dave on a tour of Hell's nine floors, none of which you'll have ever read about in the Bible or the Divine Comedy.


The story behind our company Falchion Games

My name's Ben Burns and I'm one half of an indie studio based in Stoke-on-Trent, England called 'Falchion Games.' Myself and the other guy I started the business with, Alex Byrom, have staked the entirety of our savings, as well as a large chunk of our overdraft, on the gamble of making an adventure game called 'Go to Hell Dave.'


We met at university while working on a little UDK mod called 'iFrag.' It was supposed to be a music-based multiplayer FPS, in which shooting on the beat would deal critical hits and as you achieved killstreaks, the tempo would increase, as would your opportunity for crits along with it. We had a whole bunch of classes such as the 'rocker' who was a heavy/tank, the 'junglist' who was a speedy DPS type of class and'doctor chips' who was an 8-bit healer. It was a really cool idea but we were inexperienced and our naivety, combined with our over-reaching ambition, meant that the project never really got beyond the stages of technical demos.

As I was approaching the end of my academic adventure, it became apparent that even if I did manage to bag a job in the industry, I would have almost no creative control over what I worked on. I'd had this idea bounding about in my brain for years and this idea eventually became 'Go to Hell Dave.' I'd always had a keen interest in theology, especially the hierarchical nature of heaven and hell. I got thinking about what hell would be like if Satan simply abdicated. What all of the demons and the damned souls do without anyone to order them around? Thus 'Go to Hell Dave' was born, a story about a normal guy who dies and ends up in a version of hell where it's inhabitants had carved out their own bizarre society and effectively turned hell into a giant council estate.> My years of writing campaigns for D&D, Shadowrun, Warhammer RPG etc. had left me with a fairly decent grasp on how to craft narratives and create memorable characters, so I approached Alex with the idea and we decided to set up our own studio and start working on the game full time.


As individuals, Alex and myself had a specific set of skills that were useless, but as a team we basically made one all-round 'jack of all trades' developer. Alex can edit sprites, design levels and animate. I can edit audio, program and work in the engine. We began coding the game in our bedrooms but found that the lack of regular, face to face communication was hindering our progress, so we leased an office in the most bizarre place imaginable. We now work in the 'creative village.' It's basically a giant warehouse in Stoke-on-Trent and we're surrounded by people making ceramic ornaments, wood carvings, war figurines, t-shirts and pretty much any kind of creative endeavor you can imagine.

We started a Steam greenlight project and began spending all of our time working on the game and attempting to get exposure in the community.

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