October 6th 2012: Alpha gameplay video!
Schrödy was originally being developed by Vinícius Menézio doing the graphic arts and programming, and Daniel Moori doing the music and sfx. I recently joined the team to take on the programming, and also help with game design. Originally prototyped in Flash, we are remaking the game in C2 to speed up development and reach more platforms.
What is it about?
The game is a Halloween-themed mix of puzzle platforming and action platforming. You control Schrödy, the Black Cat, who can project his own soul out of his body to solve puzzles.
It plays like an average side-scrolling game when you're in cat-form, with enemies to defeat, spikes to avoid, and platforms to dominate.
The twist is that when you go into ghost-form, the screen locks to whichever position it was right before, and the puzzle-oriented possession game mechanics come into play.
What's the plan?
We mean to have the first iteration of this game, a demo of sorts, running and ready to ship by October 31st.
By then, we intend to have:
A 'complete' game with feature-complete gameplay and a proper ending;
At least 3 different levels;
At least 6 different kinds of possessable enemies;
At least a half hour of total gameplay;
And by 'feature-complete' you mean...
All of the cliché platforming interactions down (spikes, springs, moving rocks, falling rocks, etc);
The camera tricks and the movement for the ghost-mode fully functional in a non-frustrating, engaging way that keeps puzzles interesting and fresh;
Interesting and meaningful collectibles spread around the game world;
Possessable enemies unique enough to avoid making the game too repetitive;
Challenging and clever puzzles making the best possible use of the available enemies;
Cool, can I play it?
Soon! We're working non-stop on the game, and a playable build may pop up at anytime now, so stay tuned!
To keep up with the most recent developments and learn more about the game, check out the Schrödy Devlog on TIGsource!