Updated demo build for exhibition during Gamexpo 2013. // Demo actualizado para su exhibición en la Gamexpo 2013.
Procedurally generated arcade platformer! Survive through endless dungeon rooms and go as deep as you can. In each of the rooms you'll have limited time to complete your objective, which is randomly picked from a plethora of different challenge types. Kill all the monsters, jumping trough platforms and traps to get to the exit, break all the targets, solve puzzles, and more! Every room is randomly created on the go so you'll never get the same dungeon! Expect more challenges, traps and monsters in the coming versions!
Hey guys, I'll start posting the devlog of the game here on IndieDB, so I'll try to write at least weekly!
First up in the line of updates are some graphics ones. The background and the standard tile sprites have been changed, so now it won't be a monotonic orange background and crappy blocks :P
Secondly, the Spikes have been updated as well. They look a lot more artificial, but they definitively look better. Will probably revisit them later to make them look more natural.
The way the sword was used made it really hard to hit the bats, since you could only hit forward and they would often come from the above. So now the sword will strike in arc starting sightly behind you all the way to the front (around 150~ degrees I think).
(Still need to work on the character attacking animation)
I'm thinking about adding upward and downward strikes to make combat more interesting and versatile. I'd have to look how the forward strike would fare after I implement those though.
Jumping was modified too. The "physics" were altered a bit so now it feels less "wonky".
A much requested feature was that as you went further into the game, the 10 seconds just weren't enough for completing some rooms. With that in mind I added scaling to the time you have for each room, so you'll have a tad of extra time to nail those harder rooms.
Both the bats and snake have a better behavior. Snakes move less erratically, pausing between moves; and bats now back away a small distance before attacking the player again, instead of going all way back to their origin point.
Next, I'll add platforms to the room so there can be various levels with mobs on it. It should add some depth to these rooms and make the 'arena' something more than a flat floor. I'll also add one (hopefully two) more mob to get more variety; thinking about adding a jumping mob.
The disappearing blocks have shorter intervals. You had to wait a lot for them to reappear and that either cost you time or gave chance to the spike block you were standing in to impale you.Gaps have been added to these rooms. This is meant to require the players to use sprinting to get to the other side. I have some other traps in mind, but I'll have to test them out first.
Thanks for reading and I'll see you next time with more updates.
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@LightestKale should I trust the light or the dark?
Jul 21 2014, 11:24am
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This is my epic study music from Guild Wars 2 OST - 60. The Charr Triumphant: T.co
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I find Pushmo to be an excellent way for devs to practice Level Design
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Any Pushmo fans? I wanna play some levels made by #gamedev folks
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