Loved the art and style of this game. Great job!
Recent community posts
I believe Construct's wrap behavior waits until the entire collider has left the screen before wrapping the object, which will cause the slight delay. Thanks for letting me know about the score bug - that was an oversight on my part. Glad you enjoyed it!
The asynchronous multiplayer concept is really rad. Wish the hit boxes were a little more forgiving - but all in all this could be polished out into a really cool and challenging game. Good work!
Enjoyed it - great game! Fun and original puzzle concept that is definitely worth expanding on. I agree with others that the illumination mechanic makes the solutions a little too obvious, but with some touch ups in another engine this concept could really shine!
Thanks for your kind words! I'm glad you enjoyed IGEO.
I am not the original inventor of this game's concept. It is a mechanic derived from an old game known as PEGS on Texas Instrument calculators. I've adapted it into an isometric form, which adds a unique bit of challenge to it.
I am currently exploring taking this concept further by introducing new shapes and mechanics and adding more atmosphere and variety to the game's art and graphics. It will be re-imagined in a lot of ways. Also, thanks for the suggestions. If I find a way to fit any of them in I will certainly let you know!
I'll take a look at those bugs and see if I can whip up a patch. Thanks again for playing!
This page is to serve as a working roadmap for development on Light Drifter. Don't expect it to remain very up to date.
- Refactoring and general optimization - need to clean up some events and abstract things out a little more (big projects in Construct 2 must stay well organized or they become a nightmare)
- Debug arsenal - build in some general debug tools like level skipping and invulnerability, etc.
- Improved 'Prototype' Tileset - the original tileset is literally one tile (the spikes are superimposed objects); adding curves and simple geometry will not not only help diversify graphics but can add level design elements
- 1080p - because the final launch will serve multiple devices, we're going to start from full HD and work our way down for mobile and tablets
- Backend for Leaderboards/Account system - a simple authentication system for users who want to access Leaderboards and any additional online features; will require Login/Offline Modes
- Game Modes
- Arcade - the core game; 50+ levels of hand built puzzles and drifting; Levels are completed in order, player racks up as many points and Multipliers as possible to achieve higher ranks (A,B,C,D,F); Levels can be attempted over and over to improve rank/highscores
- Marathon - run the entire Arcade mode with a configurable set of limited lives; Marathon mode features unique Lights such as the Life Light (1 up) and the Skip Light (can be triggered at the start of a Level to skip it)
- Speeder - 30 Time Trial levels of various difficulty (marked by stars 1 - 5); levels are less hazardous but more tricky to navigate and often have long open stretches with Speed Lights
- Multiplayer - local couch muliplayer with gamepads; Arena-style and Racing mini-modes on a variety of levels