Welcome to the new site! I will be using this page primarily as a development blog, as well as to serve as a center-point for all of Fifty One Seven’s social media channels.

As a first post, I felt it would be appropriate to provide a bit of a back story on me, Fifty One Seven, and my goals in game design. My name is Dave Myers. I’ve always loved video games, and have always wished I could design my own. Long story short, even though I’d studied quite a bit of programming in my life, I never thought I’d have the ability to actually make a complete game — thus, never tried until February of this year. That was when I finally decided to just roll up my sleeves and take it on. It was one of the most challenging, but rewarding things I’d ever done. I teamed up with a friend to handle the artwork, and two months later, after what must have been at least 300 hours of work, Milky Way Madness was complete.

It was then that I realized I wanted to get serious when it comes to making games. I put out several videos on social media in an effort to introduce myself to anyone and everyone who would be even slightly interested in working with me. That became Fifty One Seven, and here we are, six months into the development of our second game: Gauge Of Rage.


Gauge Of Rage started out as a test project of mine with the focus behind creating the most morbidly violent looking thing I could possibly come up with 🙂 However, the colorful art style combined with the lighting engine to give the game a visually charming look, while still maintaining the gruesome and bloody violence I originally sought after. I loved it. Much inspiration was taken from Hotline Miami, Dead Nation, and the Left 4 Dead games.

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My original intent was to utilize mechanics inspired by those games, and combine them with a “Metroid-vania” style of exploration. A deep character ability customization system in the form of unlockable relics and customizeable weapons was created. Members of the team created expansive maps with this in mind. However, an overall inability to tie together such an ambitious design unfortunately forced me to put this game mode on hold until a simpler system was finished first.

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The good news is that I was able to salvage all the deep character customization systems, and apply them to a more manageable arcade style of gameplay, centered around an increasingly difficult endless hoarde system. Yeah, I know… this has been done a million times over, but there’s something uniquely fun about Gauge Of Rage. The intense combat is already fun and addicting enough, and the relic based unlockable ability system is really starting to come together. I won’t get into the intricacies of how you will be able to customize your characters abilities just yet, but I will say that it’s unique enough to give this game a completely original feel. It’s not on display just yet, but I hope it’s visible that the overall project is shaping up to be an addicting game with a ton of replay value.

If you’d like to get involved with the project, don’t hesitate to get in touch with me. I’d love to work with anyone with a genuine interest in designing games. As I continue to develop Fifty One Seven’s social media channels, there will be clear and obvious links attached to this site on how to get a hold of me as well as anyone else on the team. For now though, you can send me an e-mail at [email protected]



Categories: Gauge of Rage

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