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Actually, Celeste was not top of mind when starting this but others have noted the similarity, and I can see it myself and I also started replaying Celeste yesterday because of it :D

The idea for the game is actually a very boiled down version of something I have an idea for, which would be more of a metroidvania where your abilities and health and so on would all require the same type of resource. So you could have your double-jump enabled, but maybe you're not able to take a single hit from enemies or something along those lines. When the theme was robots, I felt like we could make something on that same idea but very slimmed down - and turn it from a metroidvania to a platformer, having the pods/pickups be single use.

And you are correct with the music and SFX! The pickup sound was meant to help a bit with timing of jumps and dashes, and it's in the same scale as the music to fit in together. Had even grander plans of making the music modular and react to different things but after 8 hours of not getting the music to work and jump around different patterns I scrapped it as there was a lot more things to do.

Your idea for one type of resource to manage various player options AND health sounds amazing, I recently watched a video about game economy and what effects using one type of currency vs multiple types has on the player decisions (I'm obsessed with game design).

I see the game was done by only you and someone else, I'm guessing one handled code the other the music + sfx + art?

Actually we both handled code, Sephy (the other collaborator) made sure we had movement + jumping and a earlier draft of the dash - as well as the resource management and the UI (and UI interaction) for that. I finished the dash mechanic, and we worked together in iterations of a lot of different stuff. I did all art, music, sfx, level design, animations and wrote all code surrounding those aspects!