sitebender
Member
Its 8 days in and chances are that's the most amount of time I can devote at this time.
Here is a feature list:
- Almost 30 minutes of speed running
- Puzzle levers (pull a lever to make bridges, blocks or turn bridges and blocks hollow)
- Super stomp (to use enemies as springboards or drive through large crates)
- Mixture of levels from labyrinths to straight forward combat focused
- 10 enemy types, basic, but effective
- Secret walls
- Doors!
- In-Game Achievements
- 4 Levels of difficulty (infinite to a single life)
- 3 Save slots
I have worked a lot with art asset packs to further my engine when my artists are busy. Originally I had used an art pack, but 2 weeks into the project I replaced the art by cloning the art pack itself.
As for the engine, it has made many games, so the struggle becomes finding different mechanics to make a game feel different from the last while using the same engine. Foxland is the latest art (and music) asset game.
Super stomping through crates
Secret walls & doors!
Enemies!
End of Level Scoring!
Lever puzzles!
Super Stomp gets you higher!
Be a jerk!
For this game I enhanced the engine by adding:
- super stomp mechanic
- levers
- hollow blocks vs solid blocks
- block inventory
- doors that go to places rather than the next level
- slopes are now included in my auto-tiler
- walk through walls that become transparent and opaque
- save slots now keep notes rather than only percentages
- in-game achievements
- difficulty levels with different lives
Here is a feature list:
- Almost 30 minutes of speed running
- Puzzle levers (pull a lever to make bridges, blocks or turn bridges and blocks hollow)
- Super stomp (to use enemies as springboards or drive through large crates)
- Mixture of levels from labyrinths to straight forward combat focused
- 10 enemy types, basic, but effective
- Secret walls
- Doors!
- In-Game Achievements
- 4 Levels of difficulty (infinite to a single life)
- 3 Save slots
I have worked a lot with art asset packs to further my engine when my artists are busy. Originally I had used an art pack, but 2 weeks into the project I replaced the art by cloning the art pack itself.
As for the engine, it has made many games, so the struggle becomes finding different mechanics to make a game feel different from the last while using the same engine. Foxland is the latest art (and music) asset game.
Super stomping through crates
Secret walls & doors!
Enemies!
End of Level Scoring!
Lever puzzles!
Super Stomp gets you higher!
Be a jerk!
For this game I enhanced the engine by adding:
- super stomp mechanic
- levers
- hollow blocks vs solid blocks
- block inventory
- doors that go to places rather than the next level
- slopes are now included in my auto-tiler
- walk through walls that become transparent and opaque
- save slots now keep notes rather than only percentages
- in-game achievements
- difficulty levels with different lives
Last edited: