Explore spaceships, and fix their engine rooms to complete your training and become a master spaceship repairman for the Mobility!

It is the year 21XX. As space travel grows more and more mainstream, the fear for technical mishaps in spaceships increases. In response, The People Of Earth set up the Mobility, an on-call emergency spaceship repair service. It doesn't take long for the Mobility to acclaim a superhero-like status, and become highly regarded in every corner of the universe.

One does not easily make it into the Mobility. Once you make it through the selection progress, you'll have to fix several spaceships before you are officially recruited. Scour the spaceships to find their server rooms, which contain a variety of platforms. You can fix any engine room by activating all platforms by landing on the top or sides of them.

Features

  • Make the game as difficult as you want with very distinct difficulty settings and accessibility options
  • Very time trial friendly: support for replays, leaderboards, and medal times
  • 25 levels over four spaceships, good for about an hour of gameplay to complete.
  • Super minimalist art, with a user interface to match.
  • A double layered soundtrack that is relaxing when running around the overworld, but intensifies when you enter a level
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Here's what I'm guessing will be one of the last devlogs before the game releases! I forgot if I wrote about this last time, but my goal is to finish the game by the end of the year, allowing me to polish and release it early next year.

So here's my progress!

Widescreen
The default resolution of Mobility used to be 512x384. That's a strange setting, and I'm not really sure why I originally chose it. I finally got around to changing it to 640 x 360.

This caused a bunch of issues-- for example, you could see some areas of the overworld rooms not being tiled because they weren't supposed to be seen before. UI elements that weren't anchored correctly were now misplaced, as well. Luckily, these problems were both quite easy to fix, and now, Mobility has pixel perfect scaling when set to full screen on a 1920x1080 monitor.

Especially very horizontal rooms like this one on the Starii now look quite nice.

The final boss
As I predicted, it took a long time to get this baby to work. But it's almost there. And I do think it was worth my time to build it.

The boss now has a shield, which can only be de-activated when the player activates all blocks. So now it's more like a normal, though slightly longer level, but this works pretty well.

I'm still putting in the final touches, but I'm really happy with it so far. While the boss is quite easy on some difficulty levels, I'm also considering building in a function to skip the boss for people who don't or can't deal with the boss, and allow them to see the ending as well.

Also check out the thunder effect on the boss shield and arena borders, which I'm generating entirely from code:

OpenDyslexic
Something I've wanted to do for quite some time was to integrate OpenDyslexic as font for the dialog boxes in Mobility. I already had a system where you could set the dialog font, so I just had to download OpenDyslexic, install it, add the font in Game Maker, add it to my font selector, and list it in the credits. It was a really easy inclusion that I hope some players will benefit from.

This particular character will tell you about your statistics at the end of the game. I'm super interested in seeing what kind of stats people get at the end of the game!

Wrapping up

I'm currently working on my very final task list with features that will need to be in at the release of the game. Huge remaining tasks are programming in the game's ending, finishing the final boss, adding a save system, polishing the game, bug testing, and making a trailer for the game's release. I've decided not to do leaderboards at the moment, since it would take me a lot more time to ensure these work and replays can also be uploaded and played back. Let's see if I can get most of that done by the end of the year. Thanks for reading!

Art, playtests, and unlockable characters

Art, playtests, and unlockable characters

News

In which I describe how my progress on the final boss is, what my latest playtests have turned up, and show my new promotional art.

Wrapping up the story, bugs (and fixes) everywhere

Wrapping up the story, bugs (and fixes) everywhere

News

In which I explain how the story will end (and why!), and share the dumb bugs that were recently found and fixed in the game.

Making progress on the final boss

Making progress on the final boss

News

In which I demonstrate all attacks from the final boss in an unpolished state, and maybe tease a playable toast character.

The Star Fix HQ, and coding the final boss

The Star Fix HQ, and coding the final boss

News

In which I start building the final world and challenges of the game.

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Mobility!
Platforms
Windows, Linux, Web
Creator
Auroriax
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Latest tweets from @auroriax

#screenshotsaturday Adding some extra levels at the last minute. Quite happy with how this one turned out.… T.co

Dec 9 2017

RT @Nifflas: M chaotic and silly platformer Uurnog Uurnlimited is now out on Nintendo Switch! Nintendo.com Please sha… T.co

Nov 21 2017

#screenshotsaturday The final boss of Mobility! is shaping up quite well, pretty intense fight so far #gamedevT.co

Nov 17 2017

RT @TwoTribesGames: You’ve had to wait a long time, but #RIVEUltimateEdition is finally here. Blast your way through insanely spectacul… T.co

Nov 17 2017

A wild #devlog appears! With the updated final boss, widescreen & accessibility Auroriax.itch.io #gamedevT.co

Nov 13 2017

#screenshotsaturday Mobility! now uses a widescreen resolution! It looks great on full screen. T.co

Nov 11 2017

Yup, my Dutch Twine thing is definitely getting out of hand. T.co

Oct 15 2017

Fun milestone: after five years since I started, I passed 500 games played on my Backloggery! Lots of little memori… T.co

Oct 11 2017

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