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(+1)

These are some really nice suggestions! I have about 2 that I can think of that may be able to be implemented as well- if fishlicka decides to do something like it. (also thanks for using the discussion we had earlier with "probablynotthere", very cool)

"Aging Vision"

  • You know how you can mess with the setting to make you feel like you are playing on an old white box computer? Well now you can't mess with them, and it's getting worse
  • It starts off with no pixelization, but whenever you feed the door the juice it starts a countdown from you hyper realistic vision to just a dozen squares on the screen
    • The pace of this degradation could be done however you'd like, though maybe the player could set the pacing themselves as a soft time trial mode
  • Could forcibly end after going below a dozen or just have it to where you can mess with it again to not give up your progress, but you still go through the frantic speedrun way to actually see what you are doing for a while

>may be easy, but could become more complex depending how nuanced you make it

If you just make it to where you can't mess with it and just do some timer and it just soflocks the save when it reaches it's highest point of pixelization, but if you add a way to change it afterward or make the pace togglable it will be harder.

"Plunger Bone Tornado"

  • All the skeletons have the plunger tornado attack of Sgt. Suckerpunch just has the kicking.
  • You start with a large number of levels in flying and jump
  • The cemetery is abandoned
    • Basically no gravestones for a skeleton to instantly kill you when you fall to the ground

>Probably really really hard to implement, unless the monsters' and bosses' moves are somehow interchangeable

I don't know much of coding, but I imagine the "ole reliable of ctrl + c and ctrl + v" probably won't work for making all of the skeletons have tools of war.

Thank you for reading!