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The easiest way to know? Play the beta demo!
Available free for windows, More versions coming soon.
****** IMPORTANT ******
A PS4/XBOX controller is recommended!
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(Win64 Demo 0.8) MediaFire - Mega.nz
(Win32 Demo 0.8) MediaFire - Mega.nz
Get the demo on itch.io
LVL99: AxeRage is an homage to what we consider our favourite gaming age, from 80's to 90's.
Titles like Megaman X, Castlevania, Street fighter, and Super Metroid, are the inspirations that drive us to create this game.
It includes a B-Movie feeling as well, because we just love that stuff! Gore, fantasy sci-fi, robots, aliens, and apocalyptic scenarios blend in perfectly with our vision for an action packed adventure, so in the end LVL99 AxeRage is a reflection of all the badass brutal stuff we enjoy, and we hope you can enjoy it as well!
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Features:
- Classic Platformer Moves
- Run, Jump, Attack
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Slide To escape enemies or discover secret passages
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Air backflips For an extra jump boost (not as cheap as double-jumping)
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Charged attacks Hold the button and charge forward in a dash attack
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Divekicks Chain combos attacking from the air
- Unique abilities
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Pets: Control a Radioactive/cyber/mutant buddy to help you obliterate enemies*
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Axe Uppercut: Shoryuken-type attack to end a combo with style
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Heavy Slash: Devastating axe attack. Become invincible for a few frames
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Rage Meter: Perform combos to fill it, and unleash special moves
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Parry System: Provide perfect defense from enemy attacks, Like Street Fighter III
- Special Moves
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Super Art ( Focus all your Rage and shoot a spinning plasma force wave)
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Power Bomb (Devastating grapple slam to destroy objects and enemies alike)
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Hyper Art (Outta my way! a merciless attack with all you got)
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Giga Attack (Last resource move. Annihilate all enemies around you!)
- Exploration and discovery
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Upgrades: they will allow you entrance to new sections
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Collectibles: Fill and manage your inventory to survive
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Secret Rooms: Use your platforming instincts to reach hard spots for special items!
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Super Secret Rooms: Discover them and get strange upgrades or paths!**
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Bosses: Colossal Machines, Martial Artist aliens, Psychokinetic monsters
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Currently on the Beta Demo
- A single big map with all inside
- Around 45 mins. duration (for us devs, maybe you can make a better speedrun?)
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3 main sections with several screens each
- Mudslide City: Devastated town invaded by weather and alien forces
- Cybodyne labs: Abandoned Military cyborg lab, with a little more cybo
- Alien Outpost: Pulsating alien colony producing Cyclian vermins
- 2 Bosses: Mega Metal Guard & Alien Trooper
- More than 15 unique enemies (and we're just starting)
* Only one pet, Blaster the Radioactive Mutt, is available on the beta demo
** Super Secrets are not yet implemented in the beta demo
We love the look and feel of 2D pixel platformer games, their precise control, fast-paced combat and straight-forward gameplay, and we wanted to reflect this in a game of our own.
The game is action focused, with melee fighting involving combos, special moves, and quick reflexes.
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You also need platforming skills to traverse the terrain, discover secrets, and survive the hazardous apocalyptic scenarios of the game.
Boss fights are diverse, with fast moving opponents that fight you one on one, and massive monsters that you'll need to climb to destroy.
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Overall, we can safely say we're making this game into one we would've loved to play in our SNES or an Arcade back in the day!
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$50000: Full Game Release!
- 3 Giant maps with 9 areas total, each with several sections
- 2 Pets to find and befriend
- 9 bosses and 1 secret boss
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$75000: Extra Content!
- Items for Secondary attack
- Speedrun Scoreboard
- Achievements/medals
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$95000: 2 Player co-op mode!
- A new character to play with!
- 2 players on Cooperative mode
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$120000: Pixel Upgrade
- Original sprites redrawn in awesome new style!
- General graphic Overhaul
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The story is actually very simple. We strongly prefer gameplay over story in a videogame, and we specially dislike cutscenes and long text boxes that cut the gameplay flow. Due to this, we included the least amount of text as possible, and intend to tell everything through the game itself.
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If you still want to know the story though, the short version is that 2 alien races battle for Earth's life energy, and this war leads the world into total supernatural climate disasters, creating several apocalypse scenarios at once. Your role as Cheins (a renegade firefighter) is to fight against all this because damn, people are getting hurt, and you can't let that happen. Who would?
Also you get a mutant dog!
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As we mentioned, Street Fighter, Castlevania, Megaman X, and the great action / platformer games of decades past are our main inspirations, but there's also lots of things we want to homage such as movies like Predator, Alien, Terminator, John Carpenter's work, Horror B-Movies, as well as other 80's cool/weird memories we treasure.
For starters, we can mention the Parry from Street Fighter! A move that's hard to time, but when performed correctly, will not only provide perfect defense from enemy attacks, but will also recover some HP and fill the RAGE meter!
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Movements from Megaman X series like the dash and wall jumping are also in the game! They left a fantastic impression on us, being new moves from a franchise that was already the pinnacle of platforming bliss.
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Exploring and discovering secret paths and backtracking thanks to new upgrades are not only inspired from Metroid, but also from Castlevania SOTN, and from the vampire franchise we also want to imitate some of the detailed and dramatic death animations!
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When we started the project, we wanted to re-live the feelings of old-school videogames, the difficulty of not being sure what to do and where to go, along with the satisfaction of figuring things out just by playing.
The same process could be said of the development of the game and ourselves, as a team; where we just started working out of love for games, but without being 100% about what we're doing and how should we do it.
We started with just engine tests and ideas, but slowly we kept making sprites, animations, designing stages and everything else; and suddenly we found ourselves working full time on LVL99, and loving every minute of it. The only downside is, of course, that we can't afford to do that indefinitely.
Savings don't last forever, but there's still a lot to do. That's why at this point, we need to start looking for people who can enjoy LVL99 and the things that we want to represent inside the game, and ask sincerely for help.
We will finish the game one way or another, but if we can keep working on itat a full-time rhythm, the result will be much better and much sooner.
U.O.M.U. (Union Of Master Uomu) Team