Trippy! Like the precarious platforming. Great game!
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I'm nowhere near done with polish or adding content, and I'm six days past since my extended deadline. It's also been pretty hectic around here, so game dev time has suffered. I think my project scope may have gotten a little larger than I expected, but I believe it's still small in general. I think I need at least two more enemies and a boss to help round things out. Then add a sense of progression by allowing the player to "jump" stages after meeting certain criteria. So I will just take my time adding these last elements and then polishing up visuals, then I will release.
I'm happy that a good chunk of the game was met by April 26 however. So now just putting in the gravy.
Meanwhile, here's my "tweak" of the title logo. Love this as it balances my vision with readability.
Screenshot Saturday! Here are some screenshots of the current progress I'm at with the game. I'm fine-tuning, tweaking, adding and subtracting things as I go.
So it's been one month since I started this project, and I've come to a somewhat complete game. There is a discernable start and finish to it, with a highscreen score at the end to measure your score-based progress. Now all I need to do is polish it and release it. There were a few things however that I wanted to consider adding or tweaking. Especially with certain narrative elements.
One of my struggles while designing and developing this game has been deciding on an infinite shooter or a stage-themed game (difference between a Galaga or Space Invaders vs a Thunder Force or R-Type). That would have helped to decide on more content and what kind. And since I want to make this a premium product at $1, it needs to be worth the purchase.
I'll be spending some more time with the game, polishing up things for a full release.
Back in late March, I started a small project which transformed into a shmup with a first person view. Been working on the project since then and I'm intending to keep the project scope small, with a one month deadline which is set to end on April 26th. If I can have the majority of stuff done by then, then it's no problem if I go over by a few days.
In any case, I'd like to share with you all a build. This is the second build, though on my page you can find the first one as well, this way you have an idea of the progress I've made. I've attached a build.txt so you can read about my progress, and there's also an instructions.txt.
Right now it takes the form of a training simulator to kind of prepare you for the actual *mission* you will be undertaking. Give it a go and let me know what you think!
I'm developing this game in GameMaker Studio 2 and the build is in Windows.
Project start: March 28th
Deadline: April 26th (PAST)
*NOW CONTINUING DEV UNTIL FULLY COMPLETE*
- 2 Distinct Enemies
- 1 Boss
- Different stages to add a sense of progression
- Polish, Polish, Polish
Okay, I would just like to say that this game is AMAZING! Charming in its own way. I can definitely see the passion that went into it. That elevator music and Vadine dancing was a nice touch! The voice overs are also hilarious. Keep at it!
I didn't notice any bugs. I would say that having a power up to have a stronger attack would be a nice touch. Also, moving the healthbar from the top to the bottom of the screen would be good, right now it's distracting and takes away screen space that you are playing on.
Hey thanks for playing the game! I'm glad you enjoyed it! Stay tuned for more as I continue to move this project forth.
Do you have any feedback or any other comments you would like to make about the game? :)
Winged Victory is a stealth-action game inspired by Hideo Kojima's Metal Gear and Metal Gear Solid. It is part of a larger game universe I am designing and developing known as N9NEHART.
Winged Victory explores the character of Victoria Ninehart, as she finds herself behind enemy lines during the Vietnam War. Tasked with keeping vital intel out of enemy hands, she will have to AVOID, EVADE, and SURVIVE. I have broken into smaller pieces the development of this game, each piece a phase which covers one of the core mechanics. Phase I is all about AVOID, Phase II is about EVADE, and Phase III is about SURVIVE. The final Phase, Phase IV, will bring together the gameplay and systems of the previous phases, along with the plot and storyline. This is also an opportunity to visit different visual styles, giving each game phase a distinct identity and feel. In Winged Victory, the intel you have, and the intel you gather, will determine your likelihood of staying out of enemy hands and surviving. INFORMATION IS POWER.
Phase I was released in November 2016, and the current version undergoing testing and bug fixing is v1.3. This latest version adds new gameplay elements that were not available in v1.2. If you would like to give it a play and leave feedback or suggestions, please do! I intend to wrap up this version soon, and will then proceed to work on Phase II.
Phase I v1.2: https://burnerknight-studios.itch.io/winged-victory-phase-i (for posterity)
Phase I v1.3: https://burnerknight-studios.itch.io/winged-victory-phase-i-v1dot3
Some screenshots from Phase I v1.2
screenshots from Phase I v1.3
Hey thanks for the comment! It seems there was a bug going around that caused the VICTORY text to not appear once you've cleared the dungeon. For some people it would appear but not for others. Totally weird. My programmer was on a limited time budget so he couldn't get around to fixing it!
Solid gameplay and great plot! And you pulled an M. Night Shyamalan at the end. Really enjoyed the game! Felt like a Western version of Punch-Out but with guns. I think you got something here!
All around excellent game. Great work! Really enjoyed this one! It took me a while to get used to the Keyboard controls, so I think controller support could be a good addition in the future. Other than that, this game is definitely up there among the best of the jam!