Parasite, a non-linear retro platformer

Show us your works in progress and request feedback

Post » Mon Sep 21, 2015 3:48 pm

Hi all,

I'm here to talk about Parasite, a small project I've been working on my own for some time. The game is currently playable but not available publicly as it requires a bit more testing.



***UPDATE 06/11/2015*** Final demo

- Core mechanics update (energy, morphs, etc.)
- More content (x2 playable area)
- Additional story elements
- New enemy types
- Improved resources
- Keyboard configuration
- Customisable visual style (scanlines, bulge, etc.)
- Endless list of balancing and level design tweaks, plus various bugfixes

Previous focus test demo is no longer available
New demo shows ~15% of the game content (tutorial area + 1 out of 8 modules)

Browser demo
Recommendations : up-to-date Chrome + Xbox360 compatible gamepad
https://dl.dropboxusercontent.com/u/526 ... index.html

Desktop demo
Recommendations : Windows 7/8/10 + Xbox360 compatible gamepad
https://dl.dropboxusercontent.com/u/526 ... emo0.9.zip



OVERVIEW

Parasite is a non-linear retro platformer with a mix of action and puzzles. The player controls an alien worm wanting to get rid of a human space colony on his planet. There are multiple shapes to unlock and to switch between to facilitate the navigation and sabotage the complex.



SCREENSHOTS

ImageImageImageImageImageImageImageImage



KEY FEATURES

- 4 unique environments with their own specificities
- 4 shapes to unlock, each providing an exclusive ability
- Non-linear level design allowing for routing choices
- Use health as a resource to change shape and work around obstacles
- Integrated timer, for the speedrun enthusiasts
- Deactivate all 8 station modules before too many humans can escape !



FACTS

- Estimates play-time : ~2h for a first playthrough (complete game, demo is ~15%)
- Playable area : 1 giant level, ~250 accessible screens
- Variety : 20+ types of "gameplay" entities - enemies, traps, interactions, etc.
- Development time : ~3 months
- Team : myself
- Development tools : Construct 2, Tiled, PyxelEdit
- Production tools : Trello, Toggl, SmartGit, BitBucket, OneDrive
- Technology : HTML5, playable in a browser or on a variety of platforms after export



CREDITS

Adam "Atomic" Saltsman
http://adamatomic.com/
Environment

Christopher "Oryx" Barrett
http://oryxdesignlab.com/
Characters

Vesa "Master484" Vanhatupa
http://m484games.ucoz.com/
Visual effects

Victor "Snabisch" Navarro
https://makeagame.bandcamp.com/
Music

Jesús "Jalastram" Lastra
http://opengameart.org/users/jalastram/
Sound effects
Last edited by Refeuh on Fri Nov 06, 2015 3:32 pm, edited 22 times in total.
Image
Game Producer & Independent Developer - http://raphaelgervaise.com
B
23
S
9
Posts: 237
Reputation: 2,207

Post » Mon Sep 21, 2015 3:50 pm

Also, if I have time I'll try to write a couple of articles regarding C2 development ; especially one about what I would call "EOES" (Entity-Oriented-Event-Sheets) to help organise the gameplay logic, and another one about using Families as "abstract interfaces" to promote and factor common code while keeping maximum flexibility.
Image
Game Producer & Independent Developer - http://raphaelgervaise.com
B
23
S
9
Posts: 237
Reputation: 2,207

Post » Tue Sep 22, 2015 5:19 am

looks cool - would love to see some larger screen shots!
B
72
S
18
G
9
Posts: 376
Reputation: 9,106

Post » Tue Sep 22, 2015 1:23 pm

@mudmask : fixed ! All image links clickable for bigger versions. Sorry for that :/

I will also try to record a video and make a short montage ; the very low resolution (160x88) makes static screens feel less "legible" than it really is in motion.
Image
Game Producer & Independent Developer - http://raphaelgervaise.com
B
23
S
9
Posts: 237
Reputation: 2,207

Post » Tue Sep 22, 2015 2:59 pm

Loving the 8x8 sprites! Gives me some serious Pico-8 vibes. Diggin' the scanlines too.

Stoked to see it finished!
B
42
S
11
G
1
Posts: 264
Reputation: 3,299

Post » Tue Sep 22, 2015 4:57 pm

ah there we go. looks great man.
B
72
S
18
G
9
Posts: 376
Reputation: 9,106

Post » Tue Sep 22, 2015 9:36 pm

looks so retro with 8x8 pixel per tile
B
10
S
3
Posts: 12
Reputation: 676

Post » Thu Sep 24, 2015 9:20 am

Thank you for the first impressions -

The lovely visuals are courtesy of a couple of great talented pixel artists. Having received confirmation from most of the respective authors, credits go to :

PIXEL ART

Adam "Atomic" Saltsman
http://adamatomic.com/
Environment

Christopher "Oryx" Barrett
http://oryxdesignlab.com/
Characters

AUDIO

Victor "Snabisch" Navarro
https://makeagame.bandcamp.com/
Music

Jesús "Jalastram" Lastra
http://opengameart.org/users/jalastram/
Sound effects


My initial focus test group provided sufficient feedback for an initial iteration ; I will implement a collection of changes (mostly balancing, legibility, etc.) before widening the tests.

More to come very soon :D
Image
Game Producer & Independent Developer - http://raphaelgervaise.com
B
23
S
9
Posts: 237
Reputation: 2,207

Post » Thu Sep 24, 2015 11:30 am

Looks very cool

Is it a metroidvania?
B
51
S
9
G
2
Posts: 153
Reputation: 3,488

Post » Thu Sep 24, 2015 10:40 pm

As a non-linear platformer in a single large world, Parasite definitely shares a certain amount of core gameplay mechanisms with the Metroidvania genre ; though I would also mention that the player abilities are all unlocked reasonably early in the game, making the "skill hunting" phase much quicker. It is then up to the player to use his abilities to navigate the environment, progress in the various available areas, collect bonuses, find secrets, etc.
Image
Game Producer & Independent Developer - http://raphaelgervaise.com
B
23
S
9
Posts: 237
Reputation: 2,207

Next

Return to Works in Progress/Feedback Requests

Who is online

Users browsing this forum: No registered users and 0 guests