Zelda 2esque platformer test

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Post » Thu Nov 27, 2014 9:16 pm

I have updated the link to include a block/parry mechanic.
It only works on the rust colored enemy that lunges at you.

Press C to parry, if you successfully block it you can quickly press X to riposte with a 2x strength attack.
(only while standing until I test to see if this is where I want to go with it, if I'm happy with it, I'll implement it for crouching as well)

I'm wanting it to block certain melee attacks and projectiles like in Zelda 2, but more timing based as apposed to the more passive shield. The riposte also gives a bit of a reward for pulling it off as well, though it might be nerfing that enemy a bit...

Not sure if the timing is quite where I want it, but I think I like it so far, and it just begs for an enemy that can parry and riposte back at you.
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Post » Tue Dec 02, 2014 10:14 pm

Upgraded it further. (same link as before http://floatinghandsstudios.com/games/CBD/) There's now a rudimentary map screen where you can go to a village and upgrade your stats, including a magic stat that doesn't even do anything yet. You can also leave the dungeon at the entrance and after the boss in order to return to the map screen.

Enemies in the dungeon now take more hits at first, as the attack can be upgraded. When defeated they drop coins to buy the upgrades.

In the village, press UP at the box and a menu will open up, you can select a stat to upgrade for 50 coins or choose the X to cancel.
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Post » Sat Dec 06, 2014 2:22 am

Great start Wogoat! Gonna be great when you get enemy sprites going in place of the blocks
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Post » Tue Dec 09, 2014 10:49 am

really really nice prototype , but please dont just clone the original , try to find some improvements :)
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Post » Tue Dec 09, 2014 8:49 pm

Any specific quirks that jumped out at you?

I know you can knock yourself off of the elevator, but I'm thrilled to know any other potential concerns, squash em now before the games gets too complicated!

I'm wanting to make sure I've got the core mechanics down solidly, then I'm going to see how I can tweak it and put my own spin on it. Bit of a balance between the two to figure out, but response is good so far so I'm looking forward to tackling it.
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Post » Tue Dec 09, 2014 10:16 pm

Timing attacks is something that is an awesome concept, it has that Simon Belmont whip timing feel behind it apart from not being able to move in Castlevania. You know for placeholder art this lad has a lot of character already. I LOL at the death animation, it looked funny seeing him upside down like that :D

Good stuff!
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Post » Tue Dec 09, 2014 11:24 pm

I miss the slight attack delay of some of those games. My first build controlled much closer to Castlevania (non-controllable jumps, much longer attack delay) but it didn't really feel right with the character design, so I loosened it up a bit and moved it closer to feeling like Zelda 2.

Most Metroidvanias have immediate attacks, even the modern Castlevanias have it. I kinda wanted to bring that back and keep the exploration elements.
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Post » Mon Dec 22, 2014 6:33 am

Lots of animation updates for the build.

There's a very buggy village, but in the dungeon most of the hero animation and about half the enemy animations are done. Actually starting to look more like a game and less of a prototype.

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

Quite happy with how this is turning out so far.

Some of the characters:

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Post » Tue Dec 23, 2014 8:03 pm

It looks and feels good at this point. I love the upgrades the death animation and attack timing. I had 14 upgrades at sword and couldnt touch the boss what im doing wrong? I dont like the elevators :) I made hero hit ceiling with his head several times
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Post » Tue Dec 23, 2014 9:29 pm

bono wrote:I had 14 upgrades at sword and couldnt touch the boss what im doing wrong?


You have to hit the boss in the head or it doesn't do any damage. You can tell it works if he flashes and the red bar on the side (rudimentary boss health bar) shrinks.


Still need to make a fix for the elevators and make an immune period after getting hit, those blobs can be surprisingly nasty if they corner you.
And the backgrounds, I'm not very good at those so I've been stalling on starting that. :)
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