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Solarious' Attack- a 2D Platformer Where You Transform Your Enemies

A topic by samuraiking created May 24, 2022 Views: 357 Replies: 6
Viewing posts 1 to 5

You are the grand wizard of the night, Lunos! (seen here): 


Your dastardly nemesis Solarious (not pictured as he has no sprite yet) has sealed away the night inside the moon, and scattered its' shattered pieces across the land. Venture across the magical realm of Igridor and take back your stolen night! 

but be careful, your magic is not nearly as powerful during the day. the only spell you can perform while the night is sealed is that of transformation! use it wisely to traverse the lands and defeat the dangerous wildlife lurking about, like so: 

Once  you've found all the moon pieces in a domain, you may venture forth to the next area, and continue your journey to TAKE BACK THE NIGHT! 

Progress:

Currently there is only one level, I plan for there to be at least five, hopefully ten if I feel I can do more. there's also one enemy type, the frog seen in the gif above, but I have plans for at least three more already in the pipe. I also have to add sound effects and a level select screen. 

the transformation effect also needs a bit of polish so it's not just an instant cut. 

the lives system and moon bits are already in place, as is the main menu:


and the game over and win screens, which look pretty similar to the pause menu in the gif so I won't bother with another screenshot, are also in the game already.   

Some magic boy! WOW!

woo! magic boy! very wizard, nice hat! yeah! thank you for look at my game! 

(+1)

need any help with this? i dont know how to code but i can make sprites for you

I appreciate the offer but I've decided to pass on it at this time. 

it's time for the very first weekly wizarding update! Since we last spoke, I've added several new features, starting with a slightly updated title screen. now you can see for yourself the icon of Lunos (the moon) and the icon of Solarious (the sun):

The big feature I've added is another new enemy type, and with it some relevant new mechanics and a (half finished) new level! The veritable Island Heads are much more territorial than Hoppers. if they catch sight of you, they'll charge straight ahead. but they're also quite dimwitted, so they tend to forget you're even there if they can't see you.  

\

as you can see, their heavy weight allows them to push down buttons that activate  moving platforms and unlock doors. very useful! as for why there's random buttons about: I suspect it was some wizarding engineer's capstone project gone awry. when you live in a world of humans with easy access to magic things can get very strange. 


magically speaking, what you can do with island heads is simply transform them into harmless moai heads that have no feet, and thus cannot move. (we think.) this is very useful for keeping them on a button or otherwise in place for long periods of time.


(if you're wondering why there's no stars, I don't add those until the basic level design is finished)

Progress: 

one and a half levels now (definitely at least two by next week)

the island heads are the second of the three types I have planned, which means one more and then I have to start thinking of new ones. 

the frogs have a smoke effect on transformation but I keep forgetting to add it to the island heads. 

the level select functionality won't come until at least level three, I think. 

to all the people who've replied/ viewed so far: thank you for showing interest in my work! I hope you're all having as much fun as I am! 

it's now the wonderful world of tuesday, and that means another Weekly Wizarding Update!

A lot of this week was spent on bug fixing, but I did manage to make some new content and improvements. 

First off, the platforms have been made far more robust and a lot less buggy. up and down, left and right, and they carry you along very smoothly now. 


second, a credits screen has been added! now when I do release the game I won't get in any legal trouble! I hope. 

the title screen also has a quit button now, for your convenience. I think you can guess what it does. 


and finally: the smoke animation has been added to the island heads! it's still a tad buggy and needs some polish, but it's in place and functional. 

Progress:

Level two still isn't finished, but it's close. I just need to think of one more section to add. 

After that I can start work on the angry clouds, which are the next enemy type. 

To all the viewers and commenters thus far: once again, I thank you! please continue to watch over this journey of mine as I attempt to complete this increasingly buggy mess.