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May update, Gameplay brainstorm, Help appreciated.

Hello everyone!

I just finished moving all our stuff to our new home. With all the things I carried these last days and the fact I had to continue working full time, I feel completely destroyed physically, but still alive! The good thing is that carrying boxes and furnitures around is not too mentally demanding, so I tried to think about ideas of gameplay for the new project. No, I did not figure out how I'm gonna call it yet :D

For those who follow me on X/Twitter, I made a post yesterday asking for actual gameplay footage from Rings Of Titeia ( https://x.com/BigBeaverProd/status/1794397395649700134 ). I don't like asking for these but it really helps me with gameplay ideas and how I should balance things in the game. With the microscopic community we have, socials are my best chance to get this help. So, if by any chance anyone would be interested in helping me in this process, here's what I'm looking for:

 The idea would to run the level 3 ( the one with the diving ennemies coming at you almost all along, see gif below ) and the level 6 ( the one with the dust devils running at you ) 2 or 3 times in hard difficulty AND in the impossible mode with Aria, while trying to use your special ability and your dash as much as you can in appropriate situations. You can ( should ) use all cheats in order to get to these levels quickly, get infinite lives ( specially for the impossible mode ), and obviously to activate the impossible mode.



Why this specific? Multiple reasons behind this. I want to test the ennemy spawners overall. It's an idea that I like and that you can find in many games I use as references for the project. I also want to test player's abilities against waves of ennemies. These two levels are interesting ones for me, because there's an ennemy spawner that simply throws infinite waves of ennemies at you. Then, I want to see if the difficulty setting is appropriate. I believe that impossible mode is probably too hard, but the only thing that really changes is that you don't have a margin of error with it. Then, I picked Aria because I think she's the most balanced character, and the new project's character will mostly be based on her. That's why I'd also like a bit of abilities spam overall, to see if they are relevant with the gameplay elements.

If you're interested in helping me, feel free to contact me on X/Twitter, or directly share your gameplay with me. I will have a little questionnaire for you to complete, in order to have a little feedback.

In the meantime, I'm slowly getting back at drawing. I've had several ennemies design ideas while carrying boxes around, I'll make sure to post some of them once I have something a bit more solid to show. I hope this will come soon. 

I hope you're all doing well and I'm looking forward to having more things to share with you all. Take care!

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