Zelda 2esque platformer test

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Post » Thu Nov 27, 2014 12:40 am

After wandering away from Construct for a while and playing around with other development tools, I've come back and put together this test to sort of learn my way around the new version.

Trying to build a platformer that feels somewhere between the later 2d Castlevanias and Zelda 2.

I'm pretty happy with how it feels, though the graphics are obviously unfinished.
I might flesh it out into a proper game if people are interested enough.

http://floatinghandsstudios.com/games/CBD/

(arrows move, Z jumps, X attacks, C to parry (only works at the lunging enemy) and UP to access the upgrade menu in the village)
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Last edited by Wogoat on Tue Dec 02, 2014 10:16 pm, edited 1 time in total.
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Post » Thu Nov 27, 2014 8:25 am

Plays pretty well, I like it so far. Timing the attacks is interesting component to the game- probably the main thing that stands out to me.
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Post » Thu Nov 27, 2014 8:32 am

Totally Zelda II dungeon! :D
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Post » Thu Nov 27, 2014 8:33 am

Nice basis! It works fine even the monsters behaviors. Good controls feeling too.
Just some issues with the elevator.

Keep up the good work. :)
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Post » Thu Nov 27, 2014 9:29 am

What problem did you have with the elevator?
I know you can get stuck in the falling animation when going down, but it doesn't otherwise impact gameplay. Still need to fix it of course.

Did you run into something else with it?
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Post » Thu Nov 27, 2014 10:29 am

Ho well, its movement was strange. I think it should'nt go higher than the top floor so the hero doesn't hit the roof and fall down. And when I get out of the elevator and it is higher than the ground, sometimes it automatiquely goes down to the ground level; sometimes it stays in the air until I get close to it again.
I don't know if I'm really clear. ^^

Perhaps it could be easier (and for the player too) to have the elevator always going up and down with a little pause at each level. (so the player doesn't have to control it)
But it can be boring for more than one floor situations.
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Post » Thu Nov 27, 2014 11:36 am

I actually really liked the push down elevators. It would be nice if there was some way to block. Pretty cool!
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Post » Thu Nov 27, 2014 3:52 pm

Superb :D Had to put this playing in the background https://www.youtube.com/watch?v=7a7Sh82Mzdc

Maybe some cooldown after taking hits.
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Post » Thu Nov 27, 2014 4:32 pm

I didn't realize the elevator knocks you off if you hit the celing, that definitely needs correcting.

I do want to impliment some sort of blocking, but I'm trying to come up with something slightly different from Zelda 2, probably some sort of timed parry. Haven't figured that one out yet.

A cool down after getting hit is next on the list of things to impliment.
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Post » Thu Nov 27, 2014 7:52 pm

I really liked what you have so far! The game played pretty much how Zelda 2 plays.
There were some little quirks, but for a start you're on the right path.
I'm looking forward to seeing more, for sure. :)
Be sure to check out my Metroidvania game, A Hole in the Earth
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