hot  /  reviews  /  videos  /  cblogs  /  qposts


MyXyla's blog

6:38 PM on 11.21.2012

Rush Bros. Demo & Greenlight Page Now Available!

The cross-platform comptable online multiplayer music-based racing game (that's a mouth-full!) Rush Bros. is now coming to a device near you!

What is it? Well it's a little indie project started by some people nobody ever really heard of before- well some you may have!

In any case, don't take our word for it, judge the game for yourself! The greenlight page is available here:

and a split-screen offline demo can be downloaded from this site here:
an online multiplayer demo is dropping some time next week along with some more formal press releases!

You heard it here first, people! Rush Bros. is coming out and it's coming out for PC / Mac first followed by Linux, Ouya, and a myriad of other devices- all with cross-platform online multiplayer!

Check it out!   read

7:04 PM on 07.03.2012

San Diego ComicCon 2012!

We're going to be at Comic Con July 11-15!

Come on by and try out our new game Rush Bros. live on the floor!
Also learn more about our new game: Steampunk Chronicles!

Come see us at Booth 2002!   read

10:35 AM on 11.10.2011

N.A.S.S. (Not Another Space Shooter)

We're starting work programming a new title which will be borrowing some ideas from our previously mentioned Rush Bros. game, but now we'll be applying the engine in a new format: Free-roaming space shoot-em-up!

This is actually a pretty dramatic alteration as with Rush Bros. you have so many control schemes to work with: Running, jumping, sliding, ground-pounding, wall-jumping, etc... With this game we want the controls to be a lot simpler so even if it's your first time playing a video game you could pick this title up and immediately understand what it's all about.

Harkoning Back To Old Times With A Dash Of Something New:
N.A.S.S. is a lot like a fine dish. It's a mixture of retro vector-graphics games from the 1980s with some newer ideas you've probably seen in shooter games as of late.

One thing we definitively want to avoid people feeling about this game is that it is a "Side-Scroller" by any means. We prefer the term "Free Range Explorational Shooter".

Freedom to fly around & explore:
You'll be flying in all 4 directions at your own pace. You can play alone, with a friend, or even race against a friend. Race modes will feature a split-screen format that will work both online and in the same room so you can always know where your opponent is. Your ship will be a basic vector graphic ship which will freely roam about and should feel fairly intuitive. Unlike most shooters it will be safe for you to touch the walls, but we will be sure to make some surfaces dangerous to touch (and we'll communicate this with their appearance) eventually we may have entire levels made out of this dangerous surface material.

It's all about getting from Point A to Point B:
The real emphasis on the game, though, while exploration is there, is about speed-running. Not just racing against yourself, though! We wanted to absolutely maximize replayability, so in-turn you may play against your friend and then say "Hey I wan't a rematch! best 3 out of 5!" We're going to be putting controls in the game which allow you to do this very easily, as well as track your stats and race against a ghosted ship of yourself or a friend in time-trial, or race head-to-head in a live online environment where you can use power-ups to slow down somebody who may be way ahead of you!

You are your own worst enemy, but that other guy isn't helping much either:
Designing the levels is requiring a lot of finesse but we hope to have 30 delivered at launch. To be honest if we can't fit in 30 on day one we can at least pack in as many as we can and give you the rest as free DLC.

The reason we want to do this is because the levels, themselves, are going to be a little challenging with a difficulty arch that actually starts to sky-rocket around level 5-or-so. Essentially you will die. A lot. Especially if you don't know what you're doing, but on the bright side, so will your opponent. Anyone who has played a lot of games will tell you this probably won't be a bad thing- And hey! If you prove us wrong, more power to you! We look forward to seeing what two absolute professionals might do with this game in their hands racing against each other.

Mean or Nice: Its your choice.
At Xyla one thing we're really big about is allowing players to customize their own play experience through communication. As such players can choose to race through all 30 levels in a row, have rematches on those levels, play them in any order they choose, etc... We're not locking anything down to menus beyond your ship, some power-ups, and how the levels will be laid out.

Now we're not promising this at launch, but we may also give you the ability to customize what power-ups are usable in stages and possibly even include a level editor, but bear in mind that's a very long-term plan as right now we're essentially building the stages using pure math (for now).

Groove to your own tunes.
While the game will come with its own sound-track, we feel it's important to add to replayability by adding a custom music feature which will also impact the game's visual style. We're trying to find a nice middle ground between a vector game of the 1980s and music-driven shooters like Beat Hazard, it's not going to be so noisy you won't be able to tell what's going on, after-all it's a racing game at it's core, but even if you want to play a nice relaxing shooter game with a friend while grooving to some tunes of your choice it's all available to you. The backgrounds, just like in rush Bros. will feature visualizations which will work in time with the pace and beat of the songs you upload & include! These effects will sometimes be subtle, such as your ship pulsating to the beat of the song, and other times heavy, such as when your ship is destroyed or you defeat a large mini-boss ship that was holding a key you needed to pass through a door in the stage.

When you'll get it in your hands...
We hope to bring this title to a trade show floor in the coming months, though we are actually planning for a release date sometime in January if possible, so this game is coming out a lot sooner than you may think. The reason for this is because a majority of the mechanics such as the split screen, Xbox controller support, control tweaking tools for the designers and other handy features have already been implemented and now we're just getting into the meat-and-potatoes of level design & play-testing.

From a design standpoint one of our level designers had this to say:

"It's kind of like making a single player game where you get to say, 'This would be cool to see done as a puzzle' but you don't have to worry about player 2 stepping in and interfering directly, maybe outside of stunning you or reversing your controls or flipping your entire screen as a minor annoyance for a few seconds, these things will only happen to you if you're in the lead, though, to try and balance games if one player is getting way too ahead of the other, the loser will be able to use power-ups. You can think of these as our equivalent of the 'purple turtle shell.' Again, though, the levels are kind of like single-player and co-op levels in design. You don't just worry about enemies but your own pacing & behavior. We keep saying this over and over but it's so true: you are your worst enemy. Part of the fun for us is as these levels get harder we essentially get to be meaner and meaner to the player. I feel almost like a bully at this point late in the level design process. I'm putting in a lot of things that will make you ask, 'Why would that jerk make spikes shoot out at me THERE of all places!' It doesn't make the process less fun for the player, though, as the more frustrating a game can be we feel the more rewarding it is at the end of the day. The future level packs and expansions we're going to be doing for this thing will continue that vision. Personally I'll be happy when we have a level count closer to 90 or beyond, but even with just one level, playtesters had a good time for nearly two straight hours constantly trying to one-up each other. We think we're stumbled upon something really cool here in terms of maximizing replayability and turning a very simple game which most people will at firs think, 'This isn't really my cup of tea,' into something that's going to knock people's socks off."

We hope you all find a lot of fun to be had in N.A.S.S. as well as our other upcoming line of games.

In other news, we added some downloadable desktops to our site recently.

Our logo designers really wanted us to ask you: What color scheme do you prefer out of these 3? We're going to be animating the thing soon so we wanted to make sure it looked the way that people wanted to see our "Xyla Guy" carving himself out of stone.

Thanks for reading our blog and we hope to have some footage & gameplay to showcase in the coming weeks! Have a good weekend, everybody!   read

1:56 PM on 10.17.2011

Musician Monday : We're looking for tallented music makers!

Are you interested in getting a job in the games industry with a PC/Xbox Indie Game Developer?

Do you want to get your name out there, or promote your brand as a musician?

Now is the perfect opportunity because we at Xyla Entertainment are looking for some never-before-heard-of musical talent and one of those musicians we hire could be you!

Alright that's enough Job-Posting sounding stuff aside. Let's get serious here:
We're a bit of a start-up indie developer, granted we've had a long history of making iPhone games,
but in the case of iPhone games we've normally just purchased music from a royalty free source.

No longer are we looking to do this, however! We want ORIGINAL, awesome sounding tracks which work with our games. So let's break it down like this:

///////What We Want:

New and original songs in varying Genres from Fantasy/Adventure Themes to Dubstep and Drum & Bass / dance tracks. Specifically we are looking for an artist (or artists) who can deliver songs for:

Rush Bros. - A Music-Themed Platformer/Racing Game Hybrid : Your Songs will influence our level design & animation! Genre: Dubstep, Drum & Bass, & Chiptune Songs.

Not Another Space Shooter - A Music-Themed Shooter/Racing Game Hybrid : Your Songs will also influence our level design & animation! Genre: We're looking for mostly Chiptune Songs.

My Dungeon Online - A "Do it yourself" adventure game that lets you build levels and challenge your friends to adventure through them. We're looking for songs for the Menus as well as gameplay! Genre: Muzak, Adventure Music, Fantasy-Themed Songs.

Hundred Earths - A Cyber-Punk Themed Turn-Based Strategy Game. Will need some Adventure tracks which may also blend with some rock (and even Goth-rock) tracks. Looking for a nice blended genre soundtrack. Also willing to take heavy synthesized songs as they work well with the setting, we're also willing to accept Drum & Bass tracks for this project.

///////What You Get:

1.) Money - Everybody likes money right? We'll negotiate on your rate & payment, but we'll probably treat it like a commission if you're new to creating music in the Entertainment industry.

2.) Fame - Your name will be credited as responsible for the music for a PC/Xbox Game!

3.) Industry Recognition - You'll be recognized for contributing to the soundtrack for games which will be available on Steam & Xbox Live!

4.) An Album - If you contribute several tracks we may also sell the Soundtrack (Even on Steam!) netting you royalties and earnings from that in addition to your commission.

5.) Future Work - If you want to contribute to several projects we could bring you on board as a full-time-employee! We'll want someone with a wide range of demonstrated musical talent with consistent delivery.

To Apply: Send an e-mail to [email protected]
Include the word: Musician in the e-mail subject line
Send us some sample music of one of the Genre's we're looking for.
Feel free to include a portfolio. Resume is optional.

Thank you so much for your response.

Not a musician? Know somebody who is? Please tell them about us!

We're also looking for Artists & Programmers, too.
So feel free to send an e-mail to [email protected]   read

10:19 PM on 10.14.2011

Rush Bros. Sprites!

Hey it's the weekend! That means it's time to have some fun!
Let's showcase some early sprite work for our upcomming Steam competitive platform game: Rush Bros.

Idle animations:

Pulling a lever:


Dying & Ladder Climbing:

Jumping & Ground Pounding:



9:14 PM on 10.09.2011

Xyla Entertainments :: Development Has Begun!

Good news, everyone!

We're writing this blog post to officially let you know that we have begun work on two projects simultaneously! It's taken a lot of coordination and some real talent to get where we're doing and we want to start by thanking everyone who has been following us as well as the people who have put a lot of time and effort into organizing all of these people so we can move forward on these projects and bring these dreams of ours into reality.

The first project you will be able to play will be a simple flash game called: Trident Force which is going to draw a little from everything we love about side scrolling shooters and making it better. You should be able to actually get your hands on it in a playable form on the web in just a few weeks.

The second project is Rush Bros. which we've talked a lot about. Though the name is not finalized yet. (Feel free to submit a reply to this posting with your own ideas for what we should name the game!) which For those of you just tuning in, this is a game that turns the idea of a difficult platformer on its head. Where as in the past with platforming games you may have competed for a spot on a score board or just played through it to try to beat it, now you can play for the sake of competition! It's a little less Mario Bros. and a little more Mario Kart. The characters can jump, wall-jump, power slide, ground-pound, and use a variety of power-ups which aid in their race to see who is the better platformer!

Be sure to stay tuned to our blog or other social media sources (Listed to the right of this posting) for more updates in the coming days!

I hope everyone had a fantastic weekend! As for us, we're going to get to serious work so you all can have some serious fun on the web & on Steam!   read

10:51 AM on 10.01.2011

Trolling :: Why It Is One Of Our Main Inspirations and Why You Should Care...

Love it or hate it, we as gamers all troll (or get trolled by) other players to an extent.
We usually do this in games where there can only be one winner and one loser...

Especially if the loser keeps hoping to win and challenging us to a rematch.

Normally a feature of fighting games, and sometimes seen even in the most seemingly light-hearted games like Mario Kart, trolling is just a part of every-day existence, yet it still often evokes the phrase, "Really?" At the end of the day when you get slammed with a red turtle shell for the third time by a guy who's already lapped you once... It's pretty obvious you're being trolled by that point, yet we still may push on in hopes of just completing the match.

We know that winners love to win and rub it in the loser's face.
And we know that losers love to be able to challenge the winner to a rematch.

By simply adding a "rematch" button at the end of every stage you, too, (as the loser) can demand to play through the same level again and try to prove you can beat that winning jerk to a pulp... You (as the winner) of course can also try to prove your dominance over a level by beating your opponent a second, third, fourth time etc... and rub it in his/her face.

We've found during playtests, without any motivation or score board at all, players started saying things like "BEST OUT OF 3... Darnit! OK Best out of 5!... No! Wait! Best out of 7!"

All your wins and losses are recorded and shared amongst your friends, as well as the top 5 items you've used to hurt your opponent's chances of winning, your fastest time, etc...

The beauty of a game like this is it, for the first time ever, gives you the chance to try to beat your friend at a platforming game while sharing the same screen and playing side-by-side. Gone are the days of just checking your time trial records against your friends (or the world's stats) to see who is the fastest puzzle-solver/platformer in the land, now you and a friend can go head-to-head and we've added some items and power-ups into the game which allow you to try to directly effect your opponent's experience during the game. If you want a more strictly tournament-style mode then you can turn these items off, as well.

In any case, Rush Brothers is doing something nobody else has done by combining the awesome platforming of games like "Knytt" and even "I wanna be the guy" with challenging physics puzzles and it emphasizes an online and local "Vs." mode which lets you play against a friend in a head-to-head race!

If you're starting to get excited about Rush Bros. then I also have some good news:
You don't have to wait much longer for its debut on Steam.

We're aiming for a release date this January (assuming we can pull everything off without a hitch).   read

10:14 PM on 09.29.2011

Open Thread Thursday :: What's your dream game?

Sure It's nearly 11:00 PM at the time of writing this, but it's still Thursday so why not start a tradition?

You tell us: What's on your mind in the world of video games? Also: What is your dream game?

We've asked this question to a lot of people, as developers, obviously,
but it's sometimes surprising what kind of response you get.

Normally it's "Insert AAA title name here that's due to come out in a month."

But sometimes it's something really cool, like:

"A game where you get to be a fisherman and slap people with Tuna."

"A game where you're a vampire farmer and you grow humans for food."

"A game that let's me hear images and see sounds."

"So you're a monkey on a motorbike and... Uh... It's a game about that!"

Now's your chance, lucky reader.

Tell us, some pretty big names in the Industry who have come together
in one place to make some video game magic...

What is your dream game?   read

11:08 PM on 09.27.2011

Rush Bros. :: The First Character Design Emerges

View Full Size Version

:: Coming up with the characters for Rush Bros. (Our First Foray Onto Steam) seemed easy.

"So they're brother's right? What else do we need?"
"I guess... Let's put it in a generic fantasy setting."
"Yes. They're adventurer brothers!"
"Wait. How do you explain that one of them falling into spikes is OK with the other?"
"Well they're competing to see who is the best!"
"But they're BROTHERS. That's beyond mean."
"Well... They can't die because it's a video game and they understand this."
"How? They broke the fourth wall?"

The motivators weren't enough.
The characters didn't have enough back story.
We were originally going with the "Nonchalant Back-story That Won't be Explained" style solution:

"Man! Good thing we're indestructible!"
"I know right!"

Then later during a boss fight:

"OH NO! Dad's indestructibility serum isn't working around this guy!"
"What do you figure?"
"Well best estimate is we have about 10 lives between the two of us."
"10 huh? That's a nice round number."
"I bet we can kick this guy's butt in just ONE EACH!"

Was it too much information? Too little? Just right? Everybody was in disagreement.
We won't lie. There were shouting matches...

But then we started thinking about the musical score, how it was all chip-tunes...
Then the idea came to us: What if we threw in some dub step and other DJ-ish songs?

Then it came to us: An all dub-step/chip-tune soundtrack, and we'll have the brothers be DJs.

DJs existing inside a computerized world.

All at once the visual aesthetic fell into place.
No longer were floating platforms something hard to explain.
The fact that dying wasn't really a problem to them any more made sense.
We could use more bright colors and less nature-ish colors (and WAY less brown) and get away with it.
And we could simplify the character designs to include Goggles (because Goggles are cool).

As an added bonus: Bosses and achievements based on Internet Memes suddenly made WAY more sense...

Here's an example of the original character designs we were leaning toward so you can see how dramatic the change was:

Obviously they've gone through a massive change here to something that's more stream-lined, more line-arty, more usable all-around as video game characters and less generic.

We aren't done yet. There's a lot more art to do (about 9000 frames of animation in all) but we promise our lead (and right now our only) artist (Ian Boswell) is on the case!

The programming team is going to get things moving in October and the art and code should be finalized IN-TANDEM thanks to Ian's awesome 2D games experience & technical art skills (as well as our programming team's awesome abilities to follow an artists orders to the T) to have the game Steam Ready sometime in December 2011 or July 2012!

Are you excited yet? Because we sure are!

Be sure to subscribe and follow us here and on for more info and updates as they're released!

~ Xyla Entertainments   read

11:57 PM on 09.25.2011

We are Xyla Entertainments!

Hello there! We're Xyla Entertainments.

We are developing PC games for release on Steam right now!

We understand that games are art, and we want you to use our tools as your canvas! We are developing titles like "FPS Sandbox" which allows you to create your own arenas, "Marshal The Stars", which allows you to custom tool your own space armada, and "My Dungeon Online" which allows you to build your own fantasy worlds in just seconds and challenge your friends to play in them while playing in worlds they've designed and built.

We're all about putting the tools for building the play space in YOUR hands, while also making the game fun, competitive, and challenging for all! We also like to reward our customers! We do so by always allowing users to buy, unlock, and trade items (for both world building & your personal avatar).

We do not support the "Pay to Win" model.

We do not support the "Pay to Play" model.

We DO support the "Free For All" model. And we believe that everyone has a little bit of creativity inside them they'd like to unlock. That's why our symbol is a man carving himself out of marble and why our motto is: "Your Imagination Unleashed!"

We want you to feel free. Free to play. Free to create. Free to share. Free to trade.

Stay tuned!


Our Website:

Our Twitter:

Our Facebook:

Our Linked-In:

Our Youtube:

Our Steam Group:

Our Dtoid Blog:

We know you like to game, so do we! Come play with us:
We've got a TF2 and a Minecraft server:   read

Back to Top

We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter!
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -