[Super Awesome!] a retro 2-D adventure

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Post » Fri Apr 12, 2013 9:37 pm


WORK-IN-PROGRESS

This is the prototype tech demo of a 2-D action/adventure game I have been working on. It will blend heavy storytelling with classic exploratory platforming (like Metroid or Symphony of the Night) and point-and-click adventure games (Monkey Island or Grim Fandago).


TRY IT HERE!

The story follows a cynical freelance adventurer named Rad Spencer and his goofy sidekick Goo as they unravel the mystery behind the myth of the Wish-Granter.

The most unique gameplay feature will be Goo. His body can morph into multiple shapes. He can morph into a hammer to attack enemies and hit switches, a parachute to let Rad fall slowly, a block to weigh down objects, and more!

As it stands, the tech demo only has one short area to explore, the dialog system is missing, and Goo can only turn into a hammer. I'm already at the max 100 events for the free edition, but once I get my hands on a full version, it won't take long to add the rest.

Also, the kickstarter page for donations hasn't gone live yet, so the link will only take you to the temporary one.

Give it a go and let me know what you think.RandomFellow2013-04-12 21:43:32
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Post » Fri Apr 12, 2013 9:49 pm

@RandomFellow
I love it... like the Goo feature.. love Rad' character and how he keeps his hands in his pockets the animations are great.. and the art style is really good..
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Post » Fri Apr 12, 2013 10:13 pm

Awesome! Will you be able to duck or avoid anything? I more than once got hit while waiting for the hammer to hit the target because it ran out of power. Then again, it may be just my skills..
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Post » Fri Apr 12, 2013 10:59 pm

Thanks, Mineet! I'm really trying to give it a unique look.


[QUOTE=Robin Sommer]Will you be able to duck or avoid anything? I more than once got hit while waiting for the hammer to hit the target because it ran out of power.[/QUOTE]
Oh yeah, that's definitely on the books. I was running short on events so I had to cut a few things out. I was looking at Hazneleil's Platformer+ Enhanced plug-in to fix this.

Though I think you're right. I added a few too many Quiller enemies and they shoot rather frequently. I might have to cut out a few or lengthen the time between shots. What do you think?
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Post » Fri Apr 12, 2013 11:02 pm

Just had a few minutes to play this. Here are some random things I picked up on:

- I really dig the visuals. They're crisp and clean and definitely oldschool, without feeling like cop-out "programmer graphics".
- The animations for the coin pickup and monster splats are slick. Also very clean - nicely done there.
- In the beginning, when jumping on the snowy roofs, I found that I was expecting to land a little higher up on them. Having some snow behind Rad doesn't make visual sense.
- The power meter seems pointless at this stage. Since so many enemies require the hammer to be used to kill them, I found myself quickly getting irritated because I couldn't use what screams to me as the primary weapon. I suggest offering players perhaps a weaker weapon with unlimited usage, and then switching to the hammer as a stronger, more resource-intensive weapon.
- The Goo lags behind too far when I'm walking quickly (eg: after clearing an area), and I can't see what's in front of Rad. I get that you want the camera to follow the Goo, but I highly recommend that you reconsider to make it follow Rad instead, or perhaps change it based on how far Rad is to the edge of the screen.
- I'm falling through some platforms and getting stuck on others. You should check that the collision polygons are lining up properly.
- Sometimes a slime monster was on top of Rad's head. I think it was because I jumped up underneath it.
- It's not always obvious what I can jump on. Most games of these sort use visual cues to help the player - eg: lighter objects can be jumped on, darker objects are to be considered "in the background" and can't be jumped on.
- I find that there are times when I'd expect that I'd be able to jump on a monster, but instead I take damage. I think it's just the hitboxes that need more testing.
- More of a game design thing: why can Rad kill slime monsters by jumping on him? Does he have magical shoes that protect him from harm?

I'm looking forward to the point-and-click stuff. To be honest it was the mention of that feature that pushed me to actually try out this demo, and not seeing it was kind of disappointing. I'd be very wary of going the Kickstarter route with even the mention of Monkey Island without first proving to potential backers that you're going to deliver just that. Gamers are a fickle bunch.

Stick with it - you're off to a great start!GeometriX2013-04-12 23:03:22
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Post » Sat Apr 13, 2013 4:20 am

Very well made, good graphics!
However, game fighting mechanics needs more KA-POW!
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Post » Sat Apr 13, 2013 11:51 am

Really awesome as the title of the game says. Nice gameplay and great graphics. Congratulations!
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Post » Sat Apr 13, 2013 3:31 pm

Absolutely love the art style! Lookin good!
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Post » Sat Apr 13, 2013 6:32 pm

Nice :D

Reminds me a little of "A Boy and his Blob" on the NES :D

~Sol
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Post » Sat Apr 13, 2013 9:33 pm

Thanks for all the kind words, guys!

That's a lot of useful info I hadn't thought about, GeometriX! I'm pretty sure it's the ramps that are making players fall through platforms. I'll play around with their position and see if I can fix it.

My first intention with the power meter was to persuade players to jump on the majority of enemies (slimes and such) and save the hammer for ones like the quiller. I didn't implement that very well. I might make it so that the hammer just knocks back squishy enemies like the slime, so you have to jump on them. Oh, and I always pictured jumped on enemies is like jumping on a bug with both feet. SPLAT!

[QUOTE=GeometriX]To be honest it was the mention of that feature that pushed me to actually try out this demo, and not seeing it was kind of disappointing. I'd be very wary of going the Kickstarter route with even the mention of Monkey Island without first proving to potential backers that you're going to deliver just that. Gamers are a fickle bunch.
[/QUOTE]

I actually never thought of that... I can't add anything more to this demo, but it might be a good idea to make another one with all the fat trimmed and just make it about the puzzles. What do you think?

Thanks again for all the suggestions!
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