An abstract art based top-down adventure game made on a zero-dollar budget. A hybrid of concepts from Portal, Zelda, Shadow of Colossus, and Myst.* More info coming soon*
No, your eyes do not deceive. Even though unfortunately Abstract went silent again, we're back. And this time, it's actually a we. My friend Luigi ( Moddb.com ) is going to help me with developing Abstract. He and I will be able to progress a great deal faster than I was by myself. Also, we now have the added ability to blame the other guy whenever anything breaks. Synergy at work!
And on the note of things at work, I've been heavily redesigning the game's combat and level systems. After a great deal of thought, a break from thinking, and some intense thinking, I came to the conclusion that maybe the whole rainbow's worth of colors is a bit much. Instead, the game will focus on the primary colors (and no, green doesn't count). This way, we can focus on making each color have multiple attributes and uses, rather than just making every color a one-trick pony (or just redundant). Presently, Blue's main attribute will be slowing things, whereas Red will be the primary means of attack. We're still not sure what Yellow will do, but all in good time.
Handy image of all the colors when spraying all at once:
Also, the way levels will work is being tweaked for less linearity, and an overworld region. Puzzles also are highly more likely now that we've got a more condensed set of colors to work with. 2D shooting will remain the primary focus, but I'm sure you'll all agree that some variety in gameplay can be very welcome.
That's all for now, cheers!
After over six months of being abandoned due to other projects, Abstract shall once again be entering development.
Find out what is happening with Abstract, why no new demos are finished, and why half of what you presently know the game to be, will no longer exist...
I (lead-and-only-developer of this game) have joined on with InfinitRED. Does this mean I'll not have time for Abstract? NEIN! Also, what was that again...
Is it an absurd idea that such an odd game as Abstract has an actual story planned? That it will also manage to stay in tune with the art theme?
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Update: This demo is outdated and based on abandoned code. Only left for sentimental purposes. This is a demo build of Abstract. There is a fully functioning...
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'Tis good to see more games being developed with Construct! :D I like this games unique style of gameplay and graphics, will be one to look forward to!
Perhaps a quick if not useless tip though, :P if you are drawing the graphics in Construct turn of "Smooth" when drawing the circles and then filing them, it will get rid of the white lines on the edges. I can see it a bit in the banner at the top... :D
Thank you, I think? This is positive "wow"-ing, right?
The moving objects do actually do damage you, they just presently do an incredibly small amount (I think it's 1 per 500 miliseconds).
The bigger, more rocket shaped enemys also are indestructible (trust me, I've been working on that. You'll actually see a result next time I release a demo).
Like wise, additional enemies are intended further along in the game. Some will be universal, but some will be limited to art styles.
There's been a known glitch with the health bar (it recently decided to be really picky when letting you know that you're doing something wrong), so I am posting this now to let people know that the Health bar issues have become a priority, and next time I am working on Abstract, it will be a key focus.
Ty for posting. Anyone else feel free to post.
I see a good start but some ways to go.
I actually rather like your art style, but I think it can use some refinement as well as some distinctive flair. The objects that were 'stretched' to fit looked odd, and felt out of place.
On launch, the window placed itself too high to be moved and the mouse cursor wasn't where it was supposed to be.
It might help to have a quick splash screen to show the controls or tips before the mission starts. When the mission did launch, I wasn't really sure what I was doing or if I was even hurt from the bad guys.
The crushing black bars were difficult to get by, but pretty easy once I found they didn't really do anything. But if they don't really do anything, why are they there? I did like the concept of physical objects in the level, I think they could be put to better use than crushing objects though.
Sorry if this seems like a drawn out rant. Your project has good potential. With some more enemy types, a little more instruction, and better used level objects, I could see a good rounded shooter on its way.