

Willibuster
1.6K posts

@WilliamPCook
CEO of Brain Jar Games. Creative Director of Dead as Disco. PFP: @ArtByCelyne






Absolutely honored to play Charlie Disco, the protagonist of Dead As Disco! 🪩 Dude, this game ROCKS, every session was such a blast, and I can't wait for it to finally be out. I have nothing but love for this team. It's now in early access on Steam and the Epic Games Store! 🤘💀



カンフーリズムアクション『Dead As Disco』5/5発売。多彩なリズムにあわせて敵をうつ!【Triple-i Initiative】 famitsu.com/article/202604… ラップ調やロック調、アイドルソングなど多彩な楽曲が収録。パンチ、キック、コンボアタックなどあらゆる曲にマッチするカンフーが気持ちよさそう。

音楽と格闘技が融合した音ハメバトル 『Dead as Disco』 楽曲にシンクロした攻撃と回避で 敵を打ち倒すリズム格闘技「ビートクンドー」 伝説の元バンドメンバーに立ち向かい、殺人犯を暴くストーリー。 リズムに合わせる格闘アクションがかなり気持ちいい。 音ハメ中毒になる期待作。

y’a un jeu sur console ou pc qui consiste à se marbrer en rythme sur des chansons







Dead as Disco didn’t need time. One demo was enough. The demo left the strongest first impression this year, turning curiosity into instant commitment. The community rewarded the moment that made players say, “okay, I’m in.” #DatahumblePCGameAwards #DeadAsDisco #SagasOfLumin #MetalEden #QuarantineZone



Games marketing is broken. After raising over $50M to support and work with hundreds of studios over the last 6 years, I find that the biggest problem is studios’ lack of direct connection with their players. Over the last six years, I’ve watched talented teams struggle because they never had a clear way to reach, learn from, and grow with players over time. Without that connection, everything becomes harder - validation, iteration, community growth, and retention all turn into guesswork. For most of the games industry’s history, platforms have controlled identity, communication, and distribution, which are invaluable to a game’s success. Apple limited how studios could collect and use player contact information outside the App Store, and Steam still doesn’t give studios access to the contact details of players who wishlist or sign up for playtests. Studios are left without a direct relationship with the audience they’re trying to serve. As a result, studios rely on fragmented tools and spreadsheets to manage players across different stages of development and live operations, with no continuity from first contact through long-term engagement. Today, that changes with the launch of FirstLook 1.0. FirstLook is the first Player Relationship Platform built specifically for games. It gives studios everything they need to connect with players across the full lifecycle, including playtests and feedback, community and communications, analytics, rewards, and creator programs, all in one place. We’ve been building under the radar, but FirstLook already powers hundreds of studios, from indies to publishers like Krafton, @ArenaNet, and @Skybound, connecting millions of players with the developers who make the games they love. As part of the launch, we’re introducing a brand new limited time free plan, with access to all our features for up to 500 players. You can set this up now in under 10 minutes. If you want to learn more, book a demo and we guarantee that you will save you time and money and help you grow. Links in comments!