It's headed in both directions. You definitely need dexterity to win, but the later in the game you get the more you have to think about your approach to the levels.
Recent community posts
It's getting pretty crazy on my end. I've been developing while working out the logistics of what my next step is. I would really like to be able to develop full time. I might try raising the funds to do that.
I've applied for a government grant and I think the presentation went well. Wish me luck because if we get selected we'll be getting another developer. Which means more content.
I have a gaming booth at the Montreal Indie Games Festival next week. There will be all 40 levels there if you want to try it and meet me in person.
Merged the better parts of 2 old levels into one level.
Removed an old level that didn't have enough purpose.
Added 2 more levels to replace the 2 above.
Added level complete text.
Added reset button image to the menu.
Added teleport to the credits.
The music now fades when it changes.
Blocks no longer play particles again on win, if the block already has particles.
Added screen shot key 'P'.
Fixed the wall jump tutorial instantly fading away.
You can now skip the initial camera look with any input.
Temporarily removed the already activated block collide sound.
So I went to CGX Montreal and had a good time. The feedback I got there had changed the tutorials of the game. I realized that no one reads on screen tutorial text.
On Saturday I had a full day where all I did was clean the codebase and optimize. It felt pretty great. I'm going to another event in Montreal soon. I'll have a booth at the Montreal Indie Games Festival in November.
As a side note I discovered this week that I could make meme levels in 15 minutes or less. I'll have to think of something.
Removed text tutorials. Removed old level 1 and moved those tutorials to the old levels 2 & 4, which are now levels 1 and 3.
Added a new level 4 and edited several old levels.
Improved camera shake.
Added the following sounds. Menu select, block collision, secret activating.
The main menu now includes the main character jumping across the letters.
Increased particle color. Reduced the falling stars size to compensate.
Cleaned codebase and optimized code.
Increase player horizontal control.
Fixed a bug which would enable double jumping.
The game now checks if all the blocks left are off screen and adjusts the view to compensate (checked when a block is hit).
Changed player collision particles to be a darker red.
Increased block glow size slightly.
Two massive changes this week.
1. You can now download the Spectrum Break demo on Android.
2. Sound effects have been added.
I'll be at the Capital Gaming Expo in Montreal this weekend. If you're a game developer and want to meet up, you can find me there.
Created an android demo (including mobile menu, HUD, tutorial, and optimization).
Added sound effects.
Added credits level.
Set a maximum particle effect limit for massive platforms.
The level select menu now selects to current level immediately.
Removed the level name text in the menu.
Edited read me.
Made menu text much larger.
Changed player particles to bright red.
Added rotation control images to the settings menu.
In addition to the improved glow effects, I've added some community suggestions this week like a speed run mode.
I have enough automatic rotation now to turn off the rotation controls that most players had difficulty with, but I'm a big fan of hard games so a manual rotation mode has been added that brings the control scheme to its roots.
With 40 levels done it's about time I started finishing up some of the features I've planned. The coming weeks will involve a lot more coding, animation and sound effects.
Improved glow effects.
Added new music for levels 21-40.
The lighting of the scene no longer changes as the platforms are hit.
Added 3 levels and replaced an old level with a better one.
Edited several levels.
Darkened a few bright colors.
Removed some unneeded serialized data.
Replaced auto skip with speedrun mode. Toggling this on skip the level view times and shows the following timers while playing. Level time, Best Time, Session Time.
Added manual rotation mode.
Rotation controls are now turned off by default.
Added manual rotation mode. Toggling this on turns off most automatic rotation and enables the rotation controls.
This week was one of planning. I've done three blind playtests this week and with it comes several edits to old levels and a better idea of the features that will be included when the game is done.
If you are wondering why the rotation tutorial is removed, it is because I think I will be turning it off by default, and adding a "Manual" rotation setting as an option.
Edited several levels and added 3 more (now at 37 total).
Jumping off a steep incline will now rotate the player to a standing position.
Removed the rotation controls from the level one tutorial.
Darkened the orange color.
Added a short respawn time.
This week I've been organizing friends to playtest the first 32 levels of the game. It's about an hour of gameplay so far. To smooth out the learning curve I've ended up adding a lot more levels before the arrow platform is introduced than I expected. So it looks like each new platform type will be used for 20 levels. Either way, the results have been good. :)
Theprototype now includes 10 levels, and has gained numerous small improvements to the controls, camera, respawning, and effects.
Level 39 and all it's glory. There is a lot you can do with some simple force physics, and it's an interesting twist to what people expect of moving platforms. When you touch an arrow platform it pushes itself in that direction.
This is where the secret platform is in level 2. Each level has an invisible red box that is revealed when something comes close. When you activate a secret box and finish the levels, that level shows up as red in the level select menu.
Here is what is currently level 13 of the game. The later levels have gotten much larger than the earlier levels.
If you'd like more specific details on the changes you can check out the full changelog here https://spectrumbreak.com/blog/
The prototype for Spectrum Break is done, and thus for the past 2 weeks I've been working on the rest of the levels. 16 are done already!
I've also been working on minor adjustments to improve the feel of the game, which get uploaded to the demo weekly.
Break Things. Make Rainbows.
Use your platforming skills to light up every block. There are no defined routes. Even when seemingly defeated, there is almost always another way to win.
I just made my unity2D camera tools free for you to use.
As a quick summary, included are scripts to help you track 2D environments. When setup, the camera will follow objects in your scene, or zoom to fit them all, or use input from the player to track the scene, etc...
If you want to see them in action. I'm currently using them to build my game Spectrum Break
Spectrum Break is a single player platformer on non solid ground. Nearly every platform floats and can be pushed or kicked around. When moved, the platform lights up. Light up every platform to win.
I've been working on the game for about 6 months, and a sound guy joined the team recently. The game is still in development but I've been updating the demo weekly. I hope you enjoy it!