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Spectrum Break

A topic by JasonHein created 76 days ago Views: 233 Replies: 5
Viewing posts 1 to 6
(Edited 2 times)

The demo 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.


Admin(+1)

The particle effects look cool. Nice work

(Edited 1 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. :)


The demo 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.



A simple puzzle from the demo, because I don't want to spoil the puzzles of the later levels.



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/

Up to 37 levels now and fixed up player movement a bit. I've been working on my pitch and getting feedback from some local game developers.


Break Things. Make Rainbows.

Gif of level 22

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.


Changelog

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.

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.

 

Changelog

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.