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Project - Illuminate (Alpha Demo) Still looking for feedback
#1
Project is evolving into a Metroidvania title.

Tiles were pulled from cc-0 license resources on OpenGameArt.  I recolored them to the palette.  The character is 100% my work as is the HUD, door,  and sound effects.

Download link:
GameJolt Page:
Alpha Demo 1 & 2 - Saving, more enemies, forced exploration/progression, death, and bosses!
http://gamejolt.com/games/project-illuminate/199535

Downloads are now on GameJolt as even a penny here and there helps.


###WARNING###
If you are sensitive in any way to the color red, do not run this game.  The entire palette is based on reds.  I might change this to a autumn/gold palette later.
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[Image: wSwcHAD.png]
[Image: fUl7H8C.png]
[Image: kYmFZJn.png]



Concept showcases a few things:
-platformer movement
-double jump system
-floaty gravity (game takes place in an object/facility in space)
-laser weapon
-HUD
-chips system (used for upgrades in regular releases)

The gravity system is a bit different than my previous projects, so looking for feedback on how it feels.

Controls:
Alt+Enter for Fullscreen
Arrow keys left/right to move left/right
Down arrow to crouch
A to jump and double jump
D to fire laser
W to enter menu
S to select a weapon while in the menu
+ increases health by 1 so you can test shield system
- decreases health by 1 so you can test the shield system

S while at a computer to save your game.
S while at a Game Over to restart the game.

The game can now be maximized as well as full-screened.




Again looking for feedback on how the engine feels so far.  Trying to go for a simple retro feel.  Apologies in advance if you don't care for the color palette. :<
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#2
Feels pretty good on my end. Jumping and movement are fluent, controls responsive, laser is nicely visible, and I can see most everything clearly. Except the HUD is a little dark. I actually got tricked into thinking the door led to another map haha. I like it, it has potential!

The red hue kinda reminds me of a Virtual Boy game. Which never had a Metroidvania.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#3
(08-29-2016, 04:51 PM)TabuuForteAkugun Wrote: Feels pretty good on my end. Jumping and movement are fluent, controls responsive, laser is nicely visible, and I can see most everything clearly. Except the HUD is a little dark. I actually got tricked into thinking the door led to another map haha. I like it, it has potential!

The red hue kinda reminds me of a Virtual Boy game. Which never had a Metroidvania.

The HUD feeling dark is my fault. I forgot that the HUD cuts off 24 pixels and didn't tile accordingly. If there were bright red tiles under the HUD, I think it would help. The only other thing to try is to use the darkest red I have on the palette and replace the black with that or add an outline to it to help it stick out.

Thanks for the kind words though about the project itself. I am also taking suggestions on weapon types. Not looking for too many but some that have progression requirements similar to missiles needed in Metroid. I am probably going to add a slide ability for progression's sake.

Double jump obviously fulfills a requirement for story progression. Missiles or something similar for blockage removal adds another. I have really entertained the idea of a flame thrower with similar physics to Contra 3's flame thrower for burning away vines/organic material.

Other ideass I thought of were melee weapons(hard for me to animate the small sprite), spread fire gun, jet pack,and reverse gravity rooms. Of course, the project will have some nasties to put down as well.
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#4
The slide attack would actually pretty cool!
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#5
Just a note. Anyone who uses the "The Dark Resource" forum skin can't see any text in the first post since the text color and the background colors are the same.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#6
(08-29-2016, 07:52 PM)TheShyGuy Wrote: Just a note. Anyone who uses the "The Dark Resource" forum skin can't see any text in the first post since the text color and the background colors are the same.

Should be taken care of. Wink
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#7
Update 8/30/2016
-made the HUD easier to see apart from the rest of the level
-new weapon added
FLAME THROWER
-only in testing phases: Hold F to test flame thrower
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#8
HUD is definitely an improvement. Smile

I like the flamethrower. Just the right size and range.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#9
Update 8/31/16
-increased resolution(will be adding options in later builds)
-added an enemy type - Wall Spineling
-added enemy behaviors
-added being able to get hurt/take damage
-minor improvements to engine
-work started on a pixelation transition effect
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#10
Ah, the resolution's much better now.

Found a glitch where after walking a bit, the idle state is invisible.

[attachment=6909]
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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#11
(08-31-2016, 03:14 PM)TabuuForteAkugun Wrote: Ah, the resolution's much better now.

Found a glitch where after walking a bit, the idle state is invisible.
Yeah. On my end, it never flashes during invincibility when you are Idle. Weird that it stays invisible on your end. Looking into it.
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#12
Update 9/1/2016
-more minor improvements in game code
-added pixelation transition(shown at the start of the level/restart of level)
-pausing added
-working menu with inventory added
-fixed some bugs related to taking damage(idle image flickering still unresolved)
New controls:
W to open menu/pause game
S to select a weapon while in menu
W to close menu
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#13
I tried the 3rd build. There's not much to do yet. You can move, shoot and use a flamethrower in a single room (when I try to go to the room to the right, the game crashes). There's not much to comment on besides the lack of interesting things to do. I also ran into the invisible-idle bug.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#14
Update 9/12/16
Been a while. Got tied up with work and pleasure(Path of Exile).
-more minor improvements
-qol sound effects added on the door
-some menu sound changes
-added a title screen
-NES-esc pallete washout to black shader coded

(S is the menu selector on the title screen - New and Close only things that function for the moment).
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#15
Keeps getting better. Cute Sounds and graphic effects are quite nice. I also love the transition into the level.

I'm still getting over how fluent your jump / shoot controls are.
I'm an opera-crossover singer undergoing classical voice training and I'm also making Super Smash Bros. Feud.

Discord: kold_virus
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