Welcome to the official website for “Dudebro™ — My Shit Is Fucked Up So I Got to Shoot/Slice You II: It’s Straight-Up Dawg Time”! We update on Saturdays every two weeks with news, screenshots, music clips and more from the game.

Do you want to join the Dudebro team? CLICK HERE!

LATEST UPDATES

Tree Tops Rock!

October 18th, 2014

For #ScreenshotSaturday, here’s a brand new screen grab showing Dudebro taking the fight up to the top.

TreeTops



Enter the StealthBot

October 4th, 2014

We’re proud to show for the first time one more enemy for Dudebro to shoot/slice during his journey, perhaps one of the most interesting in the whole bunch: the StealthBot!

StealthBot


A deadly automated turret equipped with a 3-directional gun, hidden inside what looks like a regular cardboard box until the player gets in their range. At first glance, the StealthBot may seem reminiscent of the countless incarnations of Mimics found in video games.

Except, it’s much more than just that.

While those enemies only disguise themselves as harmless elements of the scenery (usually treasure chests) until the player gets close enough to get ambushed, what the StealthBot can do is best summed up by this GIF:

gif011


Not only can the StealthBots act as improvised platforms: they can be topped over, picked up and thrown around. By doing this, as evidenced by their change in color and disappearance of evil red eyes, they will join Dudebro’s side to kill other enemies for him.



But can they really be trusted?

What if someone else was capable of picking them up again?

Would they be fickle enough to…

YetiPickup

…Uh oh.



Story Of A Pro And His Knife

September 20th, 2014

Back when Dudebro II was still a top-down shooter, the first enemy type we came up with were the SkullPro Soldiers, foot soldiers equipped with guns pretty much identical to John Dudebro’s own Razor Blood. To complement them effectively, we soon realized that melee enemies, larger in numbers and with movements significantly faster to better flank the player from multiple directions, would have been ideal.

So, we came up with a SkullPro variation… Enter the Inuits.

Inuit

They were originally only meant to be used in the first chapter, set in Alaska, and later replaced by other enemy types. For this reason, to differentiate them further from the gun-wielding SkullPros, we decided to make them ice themed, and gave them a frozen salmon as their weapon of choice because that looked just ridiculous enough.
After they were added to the game, though, we realized that fighting them felt good enough to warrant their use in later levels as well. Even more so after Dudebro II became a 2D sidescroller: their role as weak, expendable enemies that could get surprisingly dangerous when attacking en masse proved itself essential rather soon.

There was only one problem: their looks. In Dudebro’s globetrotting adventure, finding some Inuits stranded in unexpected locations, possibly all sweaty for the higher temperatures, would have been funny… but masses of them? They would only have looked out of place.

So, we came up with a variation of the variation… Enter the KnifePros.

KnifePro

Besides their appearance, how exactly they differ from regular Inuits will only become apparent after playing the game.



Another Look at the Plaza

September 6th, 2014

What better way to resume from the website Summer break than an updated look at the same location we chose to show in our last post?

Plaza

The plaza now features more detail, including a majestic beer fountain for Dudebro to quench his thirst with, and… wait a minute. What’s up with the sky?



First Look at the Plaza

July 12th, 2014

Cuba is a magical place, and a perfect destination for bros willing to take on a spiritual path… or to just have fun and spend a great vacation.

Dudebro’s mission will eventually lead our hero to this location, and — as the final website update before we take a short Summer break — we decided to post a brand new screenshot from a previously unseen part of the Cuban chapter.

The Plaza

This picture shows the main plaza from a small Cuban town, with Generalissimo Carnassus’s mansion in the background. Although the place may seem empty at first, it will be getting crowded sooner than you can say “cigar”.



The Broners, They Rise

June 28th, 2014

In Dudebro II’s lore, Broner is a catch-all term for the undead, who rise from their graves to feast on brains and keep partying even when the party is long over.

Zombros

One specific, and especially disgusting, type of Broner are the Zombros, decaying corpses of fallen SkullPros brought back to life by a certain character‘s brodiocity.

They slowly drag their decomposed remains reeking of alcohol and rigor mortis with only one goal: get their revenge on the one person responsible for their demise.

Going by statistics, there’s a 99.4% chance that person is John Dudebro.



Forest Sneak Peek

June 14th, 2014

Here’s a first look at a previously unseen location.

Forest Preview

A lush forest somewhere in Cuba, with pollen floating lazily in the wind. A dream to some, a nightmare to others, depending on how much they enjoy inhaling allergens.

No one knows who ever came up with the idea of trimming a bush into a Dudebro shape, but we’re certain it helped making our protagonist’s ego a little bit bigger.



More Control For Your Shooting

May 31st, 2014

One recent addition to the array of Dudebro II’s gameplay mechanics was allowing the player to shoot faster by tapping the button instead of just holding it.

This may seem like a minor detail at first, but it can actually make a world of difference, saving Dudebro’s gentle buttocks in a wide variety of situations.

In fact, it allows the player to either focus on spewing bullets faster and more precisely, possibly as a means to survive a heated firefight; or instead to focus on mobility/aiming while still keeping a constant – yet slower – rate of fire.

tapdat

However, this mechanic doesn’t actually apply to all weapons. Some may already have a fast enough firing rate or, in certain cases, may be too peculiar for faster shooting to make sense in the first place. For the weapons that do allow tapping, though, finding the best rhythm to tap the button with, which may differ from weapon to weapon, is a good first step to mastering their usage.



Introducing the Money Shot

May 12th, 2014

With probably the least subtle name of all time, the Money Shot is one of the first weapons players will gain access to near the beginning of the game.

moneyshot1

This semi-automatic rifle uses its integrated piggy bank to shoot bursts of three coins at a time, which can get up to sound barrier-breaking speeds. Getting hit in the face by a golden shower of coins may sound painful enough, but this weapon’s capabilities – like most guns in Dudebro II – extend far beyond simply hurting enemies. The Money Shot, in fact, is rumored to be capable of breaking paywalls and buying back affection, but beware! As relationships in life can hardly be reduced to mere numbers, throwing money into the equation has a significant chance of backfiring and making things worse. There’s no “cashing out” in that case.

moneyshot2

To refill the piggy bank, Dudebro won’t be able to use ammo pickups found lying around. Thankfully, the game world is littered with ATMs to draw money straight from Dudebro’s private bank account. Will our hero go completely broke before the end of the game? That will be up to you.



Public Service Announcement: Starting from the next post, now scheduled for May 31st, website updates will go online on Saturdays instead of Mondays.



Dudebrewery Tool

April 28th, 2014

In game development, a variety of software tools are needed to accomplish the most disparate tasks efficiently. When such a tool doesn’t exist, or isn’t easily obtainable, the most sensible choice is often to just make your own. That’s what we did in the early infancy of the 2D version of the game, with the Dudebrewery tool.

dudebrewery1

This tool was developed rather quickly as a separate XNA application. It was meant for 2D artists and coders to visualize sprite sheets and superimpose shapes representing, for each sprite, their colliders within the physics engine (named “fixtures”). This would allow them to position and resize (“brew”) the sprites precisely.
Similarly to other tools used in development, the focus for Dudebrewery wasn’t making a user-friendly application with a neat looking interface. It just needed to work, so we could afford to leave some roughness around the edges.

dudebrewery2

Over time, we abandoned this tool for a more flexible solution that allowed us to work on each fixture directly within the game. Still, Dudebrewery remains a nice curiosity worth sharing, especially for those of you curious about game development.