Loved the first one, can't wait for the sequel!!!
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Windmills has finally a Beta Release!
After many months of development and a lot of painful polishing and optimization, I have a build that is pretty close to what I aim for the players to experience in the final game.
This demo is a vertical slice of what the game has to offer. It includes full controller support with customizable buttons. Here is a gameplay trailer of the beta:
If you have no idea what the game is about, this is the proper place for you!
Windmills is a combat-focused metroidvania. You will have to fight dangerous monsters and the only thing you can rely on are your abilities! The combat system is based on suppressing, deflecting, dodging and parrying. As you progress through the story, more mechanics are unlocked, giving you more options for combat and exploration.
A big part of the mechanics are the reversals. Deflecting at the right time or parrying projectile spells, gives the player extraordinary abilities for a small amount of time. For example you can parry a lightning spell and charge your next attack with the element of lightning.
The story unfolds in a unique way, depending on the way you play the game. For example, depending on your actions, areas can change because the narrator will remember things differently.
What is included in this demo:
- The first Act of the game. (Approximately 4 hours of gameplay)
- 4 Bosses and 1 optional Boss
- Many areas for players to explore
- Many NPCs with quests
- 4 new abilities that the player can unlock
This has been a long journey, coming after almost 9 months of development. The combat is the main element of the game, with exploration being the second most prominent attribute.
The AI of the enemies has been refined to challenge the player without becoming tedious.
The main aim of the game is to empower the player to push forward and overcome great obstacles.
If you want to give it a try, you can download the beta demo from the game's page here:
This project is called "Windmills". I got the inspiration for the name from Don Quixote's iconic encounter.
Play the game: https://poorlocke.itch.io/windmills
The initial thought was to have the protagonist narrating past events, but making them unbelievable. The narrator will forget things or mix events, changing the user's experience. For example he may say that he fought 10 men but halfway through remember that they were actually 4 and the game will make them disappear.
The combat is based on timing and pattern recognition. The enemies will try to punish your mistakes, for example if you dodged early they will try to hit you on your recovery. There are not health potions or any consumables. The player regenerates health by successfully parrying their opponents. This gives incentive to the player to enjoy combat more. Death is not actually death because the narrator is still alive to tell the tale so story-wise the listener assumes that the narrator misremembered and he needs to recall his memories.
This is a prototype, aiming to become a fully fleshed metroidvania. I made this on my free time in a couple of weeks and aim to finish it in the following months.