PLATFORMER
BETA
103
0
0

You suddenly find yourself in an unknown declining advanced citadel of an unknown planet. Without weapons or resources, the only thing you've got to survive is a device that generates matter, but what if the sole usage of this device unleashes an unknown dark ancient power? Help this lost explorer to reach the way out of this powerful darkness in this abandoned citadel.

With this matter device as your only way to survive, deal with challenging puzzles and dangerous enemies, find hidden places to discover the dark story behind this doomed citadel or to discover hidden power-ups for the matter device.

Immersive pixel-art

Old-school inspired visuals with some modern techniques will make you feel that you're inside this lost world

Challenging levels

Being able to place your own platforms and walls is a big plus, and you will need id

Upgradable device

You can enhance matter properties to deflect enemies shoots or to explode as timed mines

Story in the visuals

Let the game tell you about what happened to this citadel and why everything is against you in this place

  Changelog:

  • Improved camera control on events, so the camera can show stuff when button is pressed, improving conveyance
  • Added action cameras to levels 2 and 4 and 5
  • Decreased time of camera swing
  • Created actions enabled with keys
  • Created multi-trigger system (need to enabled more than oone even triggerers to activate actions), mechanics not applied yet
  • Microtutorial UI has to be improved
  Known pending issues
  • Delay between damage animation and damage itself
  • Stairs need friction over player to prevent him to slide down

For next demo release

  • Reworking and improving artwork (working on this currently)
  • Create settings panelto avoid using the Unity dialog
  • Improve toxic water
  • Finish SFX and place music
For first full release
  • More levels
  • More mechanics and puzzles
  • More powerups (some other powerups are ready but I haven't placed in any level)

Roasts

PotionGames 2 weeks ago

Game Graphics Controls
The Good:
-This game looks great. I love the world/character art. Its incredibly strong, you should be proud!
-The general idea behind this is great, I love platform/shooter/puzzlers like this. Keep it up!

The Bad:
- jump sound got really annoying really fast. "hup-uh" should maybe just be "hup".
- if I die in the water in the tutorial (or any early level), I shouldn't get teleported a few challenges back. Put me right back to the start of the water challenge.
-..same with falling to death on level 2, after going all the way up, then I fall down that hole. I should be put back to the top of that hole. While teaching the player mechanics (ie: fall damage), it shouldn't be super painful (ie: having to go to start of level).
- there is a delay on input that makes it unplayable, it looks like with the jump, It processes a few frames, to see if it should do a big jump, or a short jump. Check out Mario to see a better, more responsive way to do that. There is also a delay on walking left/right. You can have some acceleration, but it should be much shorter.
-more indication that you're about to die from creating too much matter would be good too. Some sort of "alarm" sound, or make the edge screen overlay be red (rather than yellow), might go a long way. Else, you could make the UI for the "remaining matter" be the length of the screen at the top, or something.
Reply

jbarba109 2 weeks ago

The good
- Thank you dude! Even now I keep improving this and continue creating new art, specially for the world, so levels are not that repetitive.
- Definitely will do, I really loved this idea when this came up from my mind and I really want to finish this game.

The bad
- Yea I was thinking even about removing this sound, I placed it just to start with some SFX samples, but the entire SFX requires refactoring and better sounds, for example I'm not convinced with the steps either, and there are tons of sounds missing
- This is quite easy to do, however I'd like to know if you died more than once or twice when getting into the water, if so then this is a must
- Yea, going up there is not that easy as I thought, the more people I see playing this, the more I notice how difficult a challenge was
- Shortening the walk acceleration is something I didn't test long time ago, this is definitely something to check, now that its the very first time a player/tester mentions something not right on it
- This one is kinda tricky to be honest, there is already a red overlay for when you get hurt... I will try both of them being red and see if this feels natural, otherwise I would have to try the UI thing (thank you for that suggestion)... also, I was thinking about placing some humming sound when device is overloading, however I don't know if that would be noticed, or if it would be too disturbing

The ugly
- Oh that bloody jump... I am not able to find the right spot yet, it seems... what if I tell you I already checked Mario to refactor by 4th time the jump mechanics? (yea, it was even worse than now)... Other think I might ask you: how did you feel the overall game performance and which screen resolution did you use? I did noticed that if Matter is running with low FPS, some mechanics like the jump get really affected by it, so that information would be really helpful
Reply

PotionGames 2 weeks ago

-I died only once in the water, but was very annoyed that I had to climb back up. Even though its not a challenging climb, and doesn't take that long (maybe 15-30 seconds), it felt really annoying that I had to repeat myself. Once the game ramps up and gets difficult (maybe after 10-15 minutes of play), its totally fine to make the player repeat themselves, as punishment for failing. But while learning the mechanics (the first 10 minutes will feel like a tutorial), I don't want to be punished at all.
-With regard to the jump, I don't think it was performance. I have a Geforce GTX 1070, and a core i-7 3.4GHz, and felt no performance issues whatsoever (no frame hitches or anything). I know its programmatic because if I tap space, he jumps fairly quickly. If I hold space, there is a longer wait period before jumping. Definitely should have 0 delay from pressing jump to when a jump happens. I know its awkward programming it, because you have to check if the player is in the middle of a jump (while in the air), and either add more upward force per frame, or have some sort of scripted movement for x amount of frames, as long as the player is holding jump. Its super unnatural, and doesn't make physical sense. But its so worth it for game feel, its what every other game does, and to do otherwise always feels incorrect. If you don't want to go that route, I'd suggest just getting rid of "hold to jump" entirely, and just have 1 set jump height. That way, you can have him jump immediatley, without parsing the amount of time the button is down.
Reply
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