Copy Girl - Megaman inspired platformer

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Post » Thu Mar 27, 2014 4:58 am

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Story

A group of robots is infected by a powerful virus that causes them to go mayhem! The blame is put on you, Copy, and now it's your job to capture them and stop the virus.


Gameplay

Copy Girl follows the base mechanics of a Mega Man game, while innovating whenever possible.

There are 8 levels and bosses, and you get a new weapon from defeating each boss.

Bosses, Levels and Weapons
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Located in an old chemical plant, Stain's guided by some kind of twisted perception of beauty. His paint smells like trouble, so be careful.

His weapon:
Image Ink Bubble: Fires corrosive blobs of paint that bounce on walls, reaching into every nook and cranny.

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Fuze has taken a big chunk of the city as her own domain. Now the highways aren't safe anymore, as she and her gang ride at full throttle, blasting their music for anyone crazy enough to come near.

Her weapon:
Image Sound Barrier: Creates a sound wave that echoes off obstacles, increasing in power.

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A precious girl that appears to be very shy. She commands the creatures of the ocean, so it's better not to provoke her.

Her weapon:
Image Penta Pearl: Forms a rotating shield of pearls around you. It can be activated to reach targets in every direction.

Little information is know on the other 5 bosses

Team

7Soul - designer and artist

Tokinsom - programmer

Goals
You know what? I like retro games, and I like Mega Man (can you tell?) So I decided to make a Mega Man clone.
My intention is to take what was fun in those games (solid platforming and unique weapons) and improve it... according to what I think is an improvement! And this is:

  • Weapons are cool - All weapons will be useful in a number of situations, and the player can play around with them to overcome challenges.

  • No boss weakness - One of the things that sold Mega Man back then was the possibility to play any level in any order. Sounds great! But when comes down to it, it creates an underlying optimal order if you want to actually beat the boss. Having the optimal weapon created a huge difficulty drop.
    Here you'll choose the weapon based on your own strategy and on observing the boss' patterns. No weapon is required, but instead create a new way to approach the boss.

  • Exploration - Secret areas and different paths will contain many awesome collectibles, such as weapon upgrades and health increasing capsules. Playing levels in different order can open different paths, revealing new challenges.

  • Going fast - The game will have a number of challenge levels, where you can earn more in-game currency.

  • And more - !
Gameplay video
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Last edited by 7Soul on Mon Jun 15, 2015 6:51 pm, edited 6 times in total.
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Post » Thu Mar 27, 2014 5:35 am

Ooooh I like that. And I really want to see how you would make the co-op happen!
...but this is mostly psychological.
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Post » Sat Mar 29, 2014 1:22 am

Whoa whoa whoa. This looks absolutely delicious. The pixel art is impeccable.
As a fan of retro games as well....I can't wait to see more.
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Post » Sat Mar 29, 2014 1:44 am

Awesome, love the artwork, nice and vibrant...

Sure I've seen that octopus boss somewhere before??

When can we play it?...
As long as I can move left, right and fire, I'm Happy...
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Post » Sat Mar 29, 2014 11:31 am

Your doing a great job so far.
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Post » Sat Mar 29, 2014 6:20 pm

Pixel perfick wrote:Awesome, love the artwork, nice and vibrant...

Sure I've seen that octopus boss somewhere before??

When can we play it?...

Maybe you saw it here

I don't have an estimate for an alpha :/
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Post » Sat Mar 29, 2014 6:25 pm

Yep, that's it..Cool character...
As long as I can move left, right and fire, I'm Happy...
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Post » Sat Mar 29, 2014 9:21 pm

_
Last edited by Tokinsom on Sun Jun 14, 2015 4:50 am, edited 2 times in total.
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Post » Sat Mar 29, 2014 9:38 pm

Wow, that looks seriously cool.

Does your graphics style obey the restrictions of a real arcade/console/homecomputer antique, or is it "just" style? (looks great anyway!)
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Post » Sat Mar 29, 2014 10:16 pm

Eisenhans wrote:Wow, that looks seriously cool.

Does your graphics style obey the restrictions of a real arcade/console/homecomputer antique, or is it "just" style? (looks great anyway!)

For the most part, yes.
For instance, I just made this sprite:
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It uses 2 palettes.
The first is: white, pink, black, transparent
The second is: white, yellow, black, transparent
For the first frame, the pink and yellow palettes are limited to separate 8x8 tiles. But then when I animated it I ignored that limitation for better aesthetics

I made a lot of research back when I started this project for the NESJam
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