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.
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).
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. 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.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. Shield power-up
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.
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!