EDIT: So I didn't manage to get this done and bug free, but I liked the concept and so at some point I will return to it. I was inspired by the likes of 100(1) Spikes and Spelunky, and I need to make the controls a lot more responsive for it to play like that. So one day Indica shall return!
Indica: Lair of the Manticore
You play as Ctesias, a scholar, physician and explorer of the stars who crash lands on an uncharted planet: Indica As your ship falls into the atmosphere and deep into a crevice, you lose all your research documents! Now you must find your way to the surface and recover your work as you go!
Gameplay involves basic platforming with a wall jump ability. You have a gun, but the main aim is to avoid the dangers of the caves. I've gone for a simple pixel art style (of course), but it differs from my usual stuff!
Coming soon/at some point/when I get round to it. -oP
Courier of the Crypts is currently indiego-go-ing and unlike a vast majority of crowd-funding campaigns out there, it has a playable demo. Here's a few of my impressions from my short time trapped within the crypts.
It's a 2D dungeon-puzzler, which for me invoked memories of my time playing HammerWatch, however the simple mechanic of looking after a magical torch makes the experience less of a mindless run, shoot and loot. The lingering threat of death should the fuel for your torch run out, keeps you moving with haste, albeit cautiously as scary spiders hide in the shadows. You can extinguish your torch at will to conserve fuel, but the spiders will come for you. You won't be able to hack and slash your way through this dungeon, as being a courier means that you haven't exactly been slaying monsters all your life in preparation. You can throw rocks and fire-bombs as you collect them, but for the most part it's best to avoid enemies and conserve ammo.
The well presented lighting effects play an important accompanying element to the main gameplay mechanic, and the level in the demo seems carefully designed rather than procedural. Each tile placement seems precise and deliberate, a feature that some games with generated dungeons lack. Care has gone to add levels of detail that frankly the developer could have gotten away without doing. In the opening area, the crumbling ceiling and dust effects combined with the simple, atmospheric soundtrack brings the eerie crypts to life, and the animated gravedigger, shovelling away in a brief cutscene, makes you appreciate the world a little bit more.
There is a brief example of a puzzle-based boss-fight, which requires timing your movement to avoid fireballs, spike traps plus avoiding a spider. Despite the simplicity of this, I can foresee bosses becoming progressively more interesting, requiring brain-power rather than spamming the attack button.
So would I recommend CotC based on the demo? I would because I want to see what the rest of these 'hand-crafted' levels can offer. It's time to take a break from running down algorithmically generated corridors, and do some thoughtful, well paced puzzle solving. If you want to find out more check out the indiegogo campaign. -oP
I'm proud to say that my game has won the award for Game of the Month October 2014 on Game Salad's website. I'm very happy that my first ever project has had such a great response from the community and I can't wait to get my next stuff out there. I'm taking part in some game jams at the minute, and intend to polish off and release the games I submit (even the ones I don't quite finish during the allotted time). Thanks for the support from you guys, I appreciate it! Keep playing and reading my stuff! The announcement and interview with me can be viewed at the link below. -oP