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Shoot, jump, dodge, respawn.

<span class="bold">GoNNER</span>, an unforgiving, procedurally generated 2D platformer with psychedelic visuals, is available now for Windows, Mac, and Linux, DRM-free on GOG.com.
Are you in hell? Are you dreaming? Are landbound whales real? Doesn't matter. All that matters is that you have an huge, versatile gun, a surprisingly agile body, and a whole bunch of demon-like creatures to blast through. Somewhere inside this hellish world of oppressive darkness, defiantly pastel colors, and aggressive skulls, lies a trinket that will cheer up your gigantic whale friend. Isn't that worth all the incredible stunts you'll need to perform and all the horrors that you'll need to overcome? After all, you can't put a price on real friendship.

Press jump to dive into the consuming darkness of <span class="bold">GoNNER</span>, DRM-free on GOG.com.
Add some music to your side-scrolling action with the <span class="bold">GoNNER: Press Jump to Die Edition</span>, which includes the idiosyncratic <span class="bold">soundtrack</span>.


https://www.youtube.com/embed/bTFAGpe78w8
Post edited October 13, 2016 by maladr0Id
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IAmSinistar: I'll say this much - GoNNER ranks alongside Fist Puncher and Conga Master for games whose promotional art is nothing like (and miles better than) the ingame art.
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Starmaker: ...and, presumably, every old game, too?

(Actually, I disagree. If those are indeed in-game screenshots - I'd preordered the game, but it's past 1 am, NO WAY I'm launching it right now -- they are excellent, beautiful and aiiiiiieeeeeeeee where do we keep the extra lightbulbs ANYONE alt maze has nothing on this aaargh they're everywhere HALP)
Those are indeed in-game screenshots :)
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jamyskis: Visuals that look like someone had an accident with MS Paint? Check.

Marketing that emphasises high difficulty because the developers couldn't be bothered to actually balance the game? Check.

Jumps on the roguelike bandwagon? Check.

Procedural generation to artificially extend the playtime of a game without actually investing any time in quality level design? Check.

2D platformer? Check.

Yep, this game ticks most of the boxes of what it means to be a stereotypical indie developer nowadays.
Where are all these games that you are talking about? Can you name a few? There are 1728 on gog for sale and I can only think of 4: Gonner, The Swindle, Ascendant and Risk of Rain. All of the games are very different from one another but they all fall into you indie check list. I have played Risk of Rain for a few hundred hours and would love to find another that I like as much.
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astrugar710: Where are all these games that you are talking about? Can you name a few? There are 1728 on gog for sale and I can only think of 4: Gonner, The Swindle, Ascendant and Risk of Rain. All of the games are very different from one another but they all fall into you indie check list. I have played Risk of Rain for a few hundred hours and would love to find another that I like as much.
Don't worry about it. Posts like this show up for pretty much every release on GOG these days. They're kind of like neo-hipsters, where everything that used to be hipster (indie games) are now too mainstream so they spend 99% of their time trashing it.
Post edited October 13, 2016 by Pupcakes
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IronArcturus: This game looks interesting! Has anyone tried it yet?
It's AMAZING!
This looks like a game I'd like for the visuals and not like for the game play... I'll keep an eye out but likely will have to wait a year or so for a deep discount to make it worth it for me. (I don't like "brutal" platformers on PC).
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Starmaker: ...and, presumably, every old game, too?
That's down to the technological gulf between what people could create and what computers could render. That gap is essentially closed now.

I do enjoy a well-done minimalist art style, but for me it needs to also be informative. The palette in this game is too restricted, costing the player time to identify an enemy by shape and motion alone. In a high-speed game like this, it's a pretty significant weakness, unless the enemies aren't all that different. Which would be a separate negative point in itself.