A brand new adventure awaits!
Choose a hero and start your journey through an infinite world that spans from lush forests to deepest dungeons. Clear areas from enemies, collect loot and see if you can get the highest score!
Simple two-tap control scheme to control your hero. Power Heroes offers hours of retro action and contains references to familiar video game franchises of the past decades.
- Unique action packed gameplay
- Easy and fun to play, but a challenge to fully master
- Endless and random experience each time
- Numerous areas to explore in various environments
- Choose from different heroes with unique abilities
- Upgradeable power-ups
- Cute pixel art that tickles your retro senses
The game is taking shape now that I have some music and more sound effects in. And I got the visuals covered too, in the form of some mighty visual feedback.
Lately I've been busy experimenting with various visual effects. What I've come up with is a combination of scene dimming, screen shake, some particles and a 'lightning strike' effect. These effects get gradually stronger with each consecutive kill, and combined with big fruit/coin drops, achieving a long kill combo feels really satisfying.
When it comes to retro pixel art games like Power Heroes, an obvious choice or even general expectation for music would be chip tunes. "Because the game looks like this, it has to sound like that". I wanted to do things differently this time, so instead of chip music I asked my composer Dave to do more or less an orchestral score for the game.And I'm happy that I did. The combination of orchestral score and 'chip' sound effects work really well together. About 50% of the music is already done and it really brings life into the game. While Dave has been working on the music, I've been generating more sound effects with sfxr/cfxr tools.
I think I'm going to include some very simple, lightweight RPG elements into Power Heroes. Here are my thoughts and options.
Temporary gameplay advantages, purchaseable before game start. Buffs could include: more life hearts, more power, increased luck (affects item drops), speed, etc. Buffs expire when the game is over.
Maybe 3 stats for each hero that you can level up using coins. Here we could have upgrades to power, luck and life.I don't want to complicate things too much, so the number of steps/decisions needed from the title screen to starting the game should be kept to a minimum.If you have an opinion on this matter (or anything else), I'd like to hear it!
Finally, SlideDB (and IndieDB) are running a contest for the best indie games of 2013. If you like where Power Heroes is heading and want to support the game (and me), please stop by and vote! THANK YOU! :)
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More view stats: TIGSource - 16,3k, SlideDB/IndieDB - 3,0k (total), TouchArcade - 2,0k. #powerheroes
Dec 4 2013, 3:22am
Dec 4 2013, 3:16am
Dec 3 2013, 8:47am
Dec 3 2013, 5:05am
@smestorp I read "followers".
Dec 1 2013, 9:18am
@kortesalo worked fine! But setting the capture area to cover only the iOS simulator screen (960 x 640) in Quicktime is PAINFUL.
Nov 30 2013, 8:05am
I'm considering replacing my 21.5" iMac with a laptop. But which one? Air? Pro? 11"? 13"? 15"? Needs to be able to run Xcode effortlessly.
Nov 29 2013, 3:44am
@kortesalo I'll see how this Soundflower software works with Quicktime.
Nov 29 2013, 3:42am
What is a good screen capture tool that also captures in-game audio, from iOS simulator for example?
Nov 28 2013, 4:19pm
Also modified the map switch routine. Increased the number of area exits, and they now double as enemy spawn points too.
Nov 27 2013, 4:11pm