Final touches before 1st episode
Hello everyone! We have released the first episode of our logic platformer in the retro style of 16-bit Amiga and Sega. The first episode is 10 levels out of 40 so far. We want to share our experience in creating even this episode. (download on Google Play so far)
Last time we finished all the enemies, added effects and created menus. We realized that the game needed to be further fleshed out with some details, and we knew that these details needed to move to continue to stimulate and direct the player's attention.
So at this stage we added an information bubble, speaking through the character that he has seen something and can do something about it.
In addition, we added animated water, in which you can splash. Of course, the appearance of splashing water depends on the speed of the character falling into it.
Later we made the opening cutscene and finally categorized the menu. This was the hardest part - thinking about the hierarchy of menu sections so that the player wouldn't get lost in them.
In the next step we started to rethink some mechanics and firstly we made enemies respawn. After all, there aren't many of them on the levels, and it's too easy to destroy them once and then run freely through their junk of metal. In addition, it is quite in line with the plot: robots in this future have long since learned to provide first aid to themselves without waiting for repairmen.
Then we continued to polish the visual effects, and finally added audio effects. All the assets in the game are unique, including music and sounds. Finally, we started working out the tileset for the next episode - it will be an ancient temple of a mysterious alien civilization.
Despite the more casual nature of the game, and the attempt to mimic the game on an older platform, which in turn puts some limitations on the technical part, we still want to make the game slightly richer in mechanics and narrative. Because even at this stage, the game still doesn't hold the attention enough. At the very least, we should probably add health kits and plasma cannon charging, and a few other mechanics to go along with the core idea.
So it is likely that these updates will already be in the next version of the first episode, which means that the game will change significantly. We hope we have told you something interesting. We will continue our story later.
In the meantime, you can download episode 1 in its initial form and give it a try.
Space Takes: Chubrick Mysteries
Sci-fi pixel art puzzle action-platformer in Amiga style
Status | In development |
Author | MATHGUM |
Genre | Platformer, Action |
Tags | 16-bit, 2D, Amiga, Atmospheric, Godot, Pixel Art, Puzzle-Platformer, Retro, Sci-fi |
More posts
- From mess to story. Second layer36 days ago
- First steps46 days ago
- Launch53 days ago
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