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Specter is an action-platformer which borrows a lot of our favorite tried-yet-true mechanics from the genre and meshes them, all while adding some new concepts to the mix.

The game revolves around the king’s abilities. You’ll be receiving a new ability after the completion of just about every level (attacks/activations are inspired by the Kirby series), and you’ll be using your abilities during both battles and platforming sequences.
There you are going to encounter obstacles such as walkways that flip around when struck by your dashing attack, or platforms that only appear when struck by a charged projectile (a more literal approach to “action-platforming” if you will).

The theme of Specter’s gameplay is critical thinking. We want players to constantly be thinking about the most efficient attack to use on a group of enemies, or quickly assessing a simplistic puzzle, before leaping forward in narrow escape of rising lava. 
This concept is encouraged in combat with elements like time limits during battle segments, and valuable rewards for speedy battle playthroughs (such as boosted max HP, secondary effects for your attacks, or even unlocking special attacks).

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8 comments by darioseyb on Oct 18th, 2013

Edit: Thank you for the great feedback! I took the build offline again. We will do other playtesting runs in the future, but for now we want to focus on evaluating your responses and working on the game.

We have made some great progress in the last few weeks (the IGF deadline certainly helped!) and we are pretty close to releasing the demo!

Before we do that we would like a few other people to play the game and give us feedback on level design, controls and performance. After you have worked on a game for a year it is easy to lose the bigger picture. A new perspective from someone who hasn't played the game before is vital to make sure that the things you are doing make sense and lead to a fun and challenging experience.
As an indie developer we don't have access to a QA team nor can we bring in groups of people at the time. This leaves us with local events (which tend to be too crowded for in-depth feedback) and the internet. Here is where you come in!

I uploaded a version to the IndieDB servers and you are free to try it. If you do so, please leave us some feedback, either in the comments or send it to

Build offline again

Thank you for your help!

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Post comment Comments  (0 - 10 of 12)
Bigpather12 Jul 30 2013, 2:33pm says:

last question any ideas on when the demo world will be out?

+3 votes     reply to comment
darioseyb Jul 30 2013, 3:04pm replied:

We are working on new levels at the moment. If nothing goes wrong the demo will be released next week.

+2 votes     reply to comment
Bigpather12 Jul 30 2013, 2:32pm says:

Well is there nay chance if a kickstarter then?

+3 votes     reply to comment
darioseyb Jul 30 2013, 3:03pm replied:

We are looking into crowd-funding possibilities! If we see that people are actually interested we'll do a Kickstarter campaign :)

+2 votes     reply to comment
Bigpather12 Jul 30 2013, 11:02am says:

4.Forgot to ask this will the demo eventually be on here?

thanks in advance

+3 votes     reply to comment
darioseyb Jul 30 2013, 11:28am replied:

Yes, the demo is going to be available for free, without DRM or registering nonsense, and as far as I know IndieDB provides the possibility to upload builds.

+2 votes     reply to comment
Bigpather12 Jul 30 2013, 10:59am says:

Looks awesome three questions in the planned features you said you will have 4 more worlds how many levels will each world contain?
2.Will you be having collectibles or secret areas?
3.Is there any chance of a new game plus?

+3 votes     reply to comment
darioseyb Jul 30 2013, 11:26am replied:

1. Currently, there are 7 levels planned for the demo world. We'll balance that number based on how long people take to get through each level. All worlds will probably have a similar number of levels.

2. We will have secret areas and sometimes you'll have to go back to a level after you learned a new ability to unlock them. We are playing with the idea of collectibles, but they won't be in the demo. The main reason for you to replay levels are the "arena segments". You'll fight waves of enemies in a confined space and get stars based on your performance. If you get 3 stars you can choose a perk to unlock. The perks are pretty powerful. They add additional effects to your abilities and aren't just "+5 Health" upgrades.

3. That will depend on how well the demo is received :) We are just two guys doing this in our spare time. If we see that people really like the game we'll invest more time and money into it. That means: More content and probably a new game plus!

+2 votes     reply to comment
moeed9daska Jul 29 2013, 4:16am says:

What are system req

+2 votes     reply to comment
darioseyb Jul 29 2013, 9:04am replied:

It currently only runs on Windows (we want to port it later to Linux and Mac). Otherwise, you need a graphics card that supports Shader Model 2.1
We didn't do any testing in that direction yet, but the game works fine on my four year old laptop.

+2 votes     reply to comment
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Released Oct 8, 2013
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This seems like a really good read!

12hours 57mins ago by bonus2113

Also, why the heck do I have to reapply every two month for accommodation. Yes I'm interested, I'm going to tell you when that changes...

Apr 20 2014, 7:33am by bonus2113

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Apr 20 2014, 7:31am by bonus2113

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Apr 16 2014, 5:13pm by bonus2113

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Apr 12 2014, 3:48pm by bonus2113

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Apr 12 2014, 3:47pm by bonus2113

Back in Copenhagen, I forgot that everyone else is at Legoland today...

Apr 12 2014, 6:18am by bonus2113

Now, 4 hours of sleep before I have to catch my flight back to Copenhagen...

Apr 11 2014, 8:07pm by bonus2113

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