Exoder - Avoidance, Deflection, Ascension /Devlog

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Post » Tue Mar 07, 2017 2:54 am

Exoder is a frantic, fast-paced, challenging 2D platformer.

Pretty simple concept (and a departure from my last game which was a bit too obtuse for its own good) but with a few twists that keep things fresh and (hopefully) fun.

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Exoder's central idea is to capture the haste and fervour you feel at the very end of Metroid when you are attempting to escape Zebes only stretched out through an entire game (and with a lot more variety and obstacles).

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The game is broken up in to two stage types.

The first type is a vertical climb where the player jumps, climbs, avoids and deflects enemies and obstacles while a constantly rising, instant death enemy follows behind you.

The second type has the player push through horizontal, auto-scrolling sections.

Each level will culminate in a boss fight. In total there will be seven levels. 4 Vertical and 3 horizontal.

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First boss fight, the three boxes

The plan is to make the transition between the levels seamless, no score screen or story gunk or anything, just constant, non stop action.

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First boss design

The goal is to make an action game that technically doesn't actually involve any explicit combat. Your attack is less of an attack and more of a shield which you use to stop projectiles, but most of the enemies and obstacles themselves can't be destroyed, merely bounced off of.

All of these gifs are from the initial prototype of the first level. Currently the first level can be played from start to finish, though admittedly it is extremely difficult in its current state.

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Shield power-up

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The number one design problem at the moment is figuring out how to maintain a sense of frantic, satisfying mayhem without making it near impossible to beat, and without constant checkpoints.

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Powerups are also a big part of the game but more on that later.

I'm panning on releasing a demo of the first level for feedback when it's all done so stay tuned for that!
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Post » Mon Mar 13, 2017 11:19 pm

A smattering of enemy gifs

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And a gif of the most recent build.

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Post » Wed Mar 15, 2017 10:21 am

SWEET!

Looks like a faster-paced Kid Icarus.
Is it a Metroidvania?
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Post » Sun Mar 19, 2017 3:37 am

@MPPlantOfficial Definitely NOT a Metroidvania. My last game was a Metroid-like and it's a relief to work on something really straight forward and linear.

Kid Icarus is actually a really apt comparison, minus the shops and the dungeon levels.
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Post » Sun Mar 19, 2017 7:27 am

Brookesy wrote:Kid Icarus is actually a really apt comparison, minus the shops and the dungeon levels.

I see. Did you put an small fisheye filter on the screen? Because I can see the walls rounding slightly. or is that just an illusion?
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Post » Tue Mar 21, 2017 3:40 am

Here's some details on a few of the power ups in the game.

The vessel which carries the power ups appears randomly from either above or beneath the player and has a random wave movement which makes it hard to predict its exact trajectory. Getting a power up is also one of the few ways to get back a peg of health. Power ups also have a limited use time so if you don't use it, you lose it.

Double Jump

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Pretty straight forward buff which allows the player to jump twice.

Slow

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Slows the speed of the game to about half speed for a brief time. Gives you a chance to take a breath.

Float

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Slow the speed of your fall.

Barrier

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Create a barrier around Exoder for a brief time. Destroys/deflects projectiles.

Health Boost

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This power up is a bit different. It isn't spawned by the typical item vessel but instead a few of the them are hidden inside each level. This power up both completely regenerates the player's health and doubles the max health of the player.

Bonus gif of the first boss.

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@MPPlantOfficial Good eye. There's a very slight Bulge effect in place. Like real small, the scale is set to 2.
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