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Game: Nitrome Must Die

Blast your way through Nitrome Towers in an action packed two player shooter!

Hi Nitromians,

We have now launched a solution to let our users play all 130+ Nitrome Flash games on the site. The games are still technically running in Flash so they will run exactly as they did in the past. Hurray.

We are doing this with the aid of a downloadable player called Supernova. Once downloaded clicking on the games will run them as before with one small difference in that they will now appear in a new window. Roughly speaking Supernova contains it's own browser that has a Flash Player built into it and it is this that allows the games to run.

You can download it by clicking on any of the Flash games and following the download buttons.

Currently the player is Windows only (Their site says a Mac version will come and if it does we will support it) and works on Edge and Chrome browsers.

Nitrome are still committed to converting our back catalogue to run in HTML5. We believe the Supernova player offers an important extra way to immediately preserve our Flash games for players who want them. However HTML5 is the future, offering the only true way to keep them embedded in browsers and playable across more devices.

We hope you are as excited as we were to dig into some of the games that have been out of action for the last few months!

Team Nitrome :)

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Great news, Nitromians!

This year, we've been nominated in multiple categories for Pocket Gamer Awards, awesume!

Cast your Votes Now!

Here are the categories for which we have been nominated!

Best Action/Arcade Game (Platform Panic) Best Casual/Puzzle Game (Icebreaker) Android Game of the Year (Icebreaker, Platform Panic) iOS Game of the Year (Platform Panic) Best Developer (Nitrome ;) ) Overall Game of the Year (Platform Panic)

We are really happy to have been nominated in these categories. Thanks to everyone for playing our games!

Well, have fun voting Nitromians!

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Hi Nitromians!

We have never seen this before! Nitrome baking! Check out these awesome characters in cookie form! These were created by Random-Storykeeper and Aquaflowergirl

We hope they tasted as good as they look!

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Hi Nitromians!

2014 has been a great year for us in terms of the content that we have created and we all have our own personal favourites in the office. Here is a little Re-cap of all the games that we have made in 2014!

ChangeType() Ditto Flue Bump Battle Royale Coil Turn-Undead Endless Doves Submolok Roller Polar Platform Panic

So we were wondering, out of all these titles, which was the one that you enjoyed the most? Also, it'd be really interesting to know what made it your Nitrome Game of the Year.

Have Fun!

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Hi Nitromians, we were wondering. Do you have a favourite trailer that we released this year? If so, what was it?

 

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Hi Nitromians! 

My name is Nobody, and I'm going to be talking about what changes/additions would be made if Mutiny's multiplayer were to be given online multiplayer. Mutiny's multiplayer is rather diverse, and if it were given online multiplayer functionality there would be lots of new features that could be added to make its multiplayer better.

One thing Mutiny doesn't have is multiple multiplayer modes. While the regular Mutiny multiplayer is a simple team deathmatch mode, Mutiny could work with other game modes. In Mutiny's current multiplayer a dead player is kicked out of the game, though if Mutiny were to have other multiplayer modes I think some would have a function called "respawning", which is when a dead character is entered back into the game. 

Here are a few of my ideas for multiplayer modes:

Conflict
The regular team deathmatch mode already in Mutiny.

Spikes
Instead of weapon combat, players have to throw themselves into other enemy players to kill them. No respawns.

Randomized
In this game mode every character has one identical weapon, however, every turn this weapon changes. No respawns, and no seagulls, voodoo dolls, and tidal waves.

Smash
Characters have lots of health but are lighter when propelled into the air, causing them to be propelled farther away. This shifts the strategy away from eliminating players to trying to knock them off the stage, similar to the Super Smash Bros. games. No respawns.

Registered
The first team to reach a point limit wins. Points aren't gained for killing the enemy team, rather dead enemy players drop coins that when collected by your team gains a point for your team but when collected by an enemy pirate removes it from the game. Respawns are permitted.

Starting a game would require that you go online via a button on the Mutiny main menu, then go to a list of multiplayer modes. Clicking a mode would bring up a list of other people searching in that mode for a second player, clicking a player sending a notification to them that you want to start a game. Upon them accepting, both of you would be able to suggest three multiplayer maps (from a list of maps) to play on, and once all are selected one would be randomly chosen and the game would start. Mutiny multiplayer matches would function just like the current Mutiny multiplayer.

Since you are can instantly play with anyone, what about allowing more than two people to play? Well, each extra person means an extra opposing team, which also means having to wait longer before it becomes your turn, and that could make the game last a pretty long time. Plus, because one team will always stay immobile for more than two turns, during these two turns other opposing teams could attack only members of that team, putting that team at a disadvantage.

Of course, these problems don’t have to surface. Although it is debatable, I think Mutiny should keep its online multiplayer two player only, as this keeps the game quick and stays true to the original game.

Something else that could be added is experience points progression, which is commonly seen in other online multiplayer games. How this works is that you take part in multiplayer matches (kills, assists, whatever the aim of the match is) in order to get experience points (shortened to just exp), and upon accumulating a certain amount you advance to a higher level, such as being level 1 and advancing to level 2. There are many levels that you can attain, and for each higher level the amount of exp needed goes up.

The game could also have achievements that grant exp, such as an achievement for getting ten kills with an Anchor or one for five times using an explosive weapon to throw an enemy more than half way across the stage. Achievement progress would be accumulated throughout all your played Mutiny matches, so you wouldn't have to get exactly ten Anchor kills in one match to get the ten kills Anchor achievement. 

While achievements apply to all multiplayer matches, exp would also be gained during matches for doing certain things, such as regular actions like killing an opponent or completing a match's objective, or irregular actions such as killing a far away enemy. For those who don't like it, exp progression could be turned off.

Leveling up isn't just to show how good you are, other games allow you to unlock various types of helpful objects (like weapons and perks) to use in multiplayer. While this works for non-turn based games, it doesn't work for Mutiny because with the right weapons (which you would unlock if this were a feature) you can easily beat the opposing team. 

Although gaining levels wouldn’t give you game changing stuff, there's something else that it could do - aid in aesthetic customization. Leveling up would allow you to unlock skins for weapons, your playable character, stages, certain weapon effects, and different sound effects. Skins could be content created exclusively for Mutiny, or be cameo content from other Nitrome games. 

For example, you could unlock weapon skins to change the appearance of Crates, such as a skin for a stone block, a skin for a table, or even a skin for Reflectium blocks from Steamlands. An example of a weapon effect is the smoke from Cherry Bombs, you could unlock a skin to change this to slime, or even a skin to change it to the doves from 8bit Doves.

You could unlock sound effects to replace the regular sound effects for everything, however, only you would hear these sound effects, as the opponent may also be using custom sound effects. You could also unlock music from other Nitrome games.

Stage skins would change all art on a stage, including the background and removing/changing the water. The effect of a stage skin would only apply to the person using it, however, there is the possibility of allowing a stage skin to apply to both the user and the opposing player. 

This would be handled during the map selection process by a player pressing a button that would notify the other player if they would like to enable a stage skin. Upon the other player accepting, both players could select one of their own unlocked skins, which would then be randomly selected by the game when it selected a stage out of the suggested stages.

Finally, if you have a Nitrome account it could display your account module (that you see at the top right of every Nitrome.com page) as a sort of player card, which would also (in-game) display your level. This module would be seen by players if you're on the list of players searching in a game mode for a second player, and also when selecting a map.

These are just some of my ideas for how a Mutiny online multiplayer could function. 

Hope you enjoyed reading! Feel free to suggest your ideas in the comments!

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Hi Nitromians,

We are looking into the recent transfer of the servers and are just double checking that everyone is having a great experience!

So, to help us gauge how the site is performing we'd like you to leave a comment below and let us know if the site is running faster, slower, buggier etc and we will look into any concerns that may arise.

We are aware that some of you thought that this maintenance would include the accounts upgrades. That is on its way, but was not part of this scheduled maintenance! Expect the extra features soon!

Thanks again for your patience!

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Woah!

We've just noticed that there are now over 200,000 Nitrome Accounts activated on our website. That's really impressive!

A big thank you goes out to everyone that is supporting us by playing our games, following us on Facebook/Twitter, giving us feedback and helping us make Nitrome as great as we possibly can!

If you would like to keep up to date on all things Nitrome related, follow us on Twitter or on Facebook, and we'll do the rest!

Thanks again everyone, happy gaming!

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Hey Nitromians,

We have now fixed all of the issues to do with the #nitromejam. This means that you can now finally login and place votes on all 31 Jam games.

http://www.nitrome.com/jam/

As some of you may have read we had some major issues with our system, so to keep it fair we have reset the votes.

You can vote for a game by logging in and selecting a 1-5 star rating underneath the game (5 stars being the best).
Vote on as many games as you like and you can even change your mind as many times as you like.

Winners will be announced on Friday (20th) next week to give players a chance to try out all of the games.

Voting Begins. May the best man, Cat or Dog win ;)

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Hi Nitromian’s and Nitrome Jam developers,

You’ve probably noticed that we have been struggling to get all of the game Jam entries live on the NitromeJam page and also that various elements such as ‘comments’ on those pages and ‘voting’ are not functioning correctly.

Firstly we would like to say a huge SORRY for this!

We thought we had everything in place for this to run smoothly as an event, but we made some mistakes and we want to hold our hands up to that. Should we run another #Nitromejam again (and we hope we will as the entries have been great) we will learn from this and be sure to have a more stable system in place next time.

One major problem we have had means that we are not actually sure we have all the entries up. We certainly missed some of them and only found out via twitter or emails from the developers that they existed. We now have all of the games live that we know about, but we are painfully aware that there could be others that we have still missed. If you are a developer in such a situation please do drop us an email and we will be sure to get your game on the page asap.

We will be fixing the comments on the pages and making sure that it is clear that voting only works if you are logged in and that you can see your vote still if you revisit the page. There are also a few tweaks were going to add to make things better.

We intend to have all of this finished as quickly as we can and get any further games finally live. Once this happens we think it is only fair to reset the votes and give a clear timescale for when voting will close.

We hope these problems do not have a huge impact on your enjoyment of the lovely entries we have had for Nitrome Jam 2014.

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