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Windmillls - Combat focused metroidvania

A topic by poorlocke created Aug 04, 2021 Views: 215
Viewing posts 1 to 1

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

Core Concept

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.

Base Mechanics

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.