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Space Ashes

A topic by naztail created 90 days ago Views: 63 Replies: 4
Viewing posts 1 to 5

Hi everyone! This is the current project i'm working on: Space Ashes.

You play a space ship, pulled by gravity, sent to clean space stations that are swarmed by an unknown form of vegetation. It's a not so easy game where a slow gameplay and patience are your best friends. 20 challenging levels, bosses and secrets to find. Release around FALL 2018.

I'm using GameMakerStudio 2

The Itch.io's page is here : https://naztail.itch.io/space-ashes

The game's page is here: http://www.naztail.com/game_spaceashes.html

All Devlog: http://www.naztail.com/games/spaceashes/gravitx_devblog.txt

The Current Demo is final. 6 levels, a boss and a secret room.

I'm now on the final stretch of content, adding more music and SFX, testing the level myself then I'll go Beta.

Brief history: I always loved challenging game where you try harder and harder to beat it. The satisfaction of beating a game, not running through it. Space Ashes was first inspired by Amiga's 'Fly Harder'. The idea of moving a spaceship, pulled by gravity while avoiding collision. Then I played a game called 'Waking Mars'. Looking at a living level, growing alone and spreading seeds. Well, it ended with me creating Space Ashes!

(Edited 1 time) (+1)

I really like the atmosphere of your game!

Fixing a Design Flaw

While testing Space Ashes, I realized that a player can underuse bombs to keep them for greater challenges. That's not bad, but it leads him to use the flamethrower to burn things on the ground. Technically, it's ok to do it, but as the game progress, it becomes a long and boring task, just to save bombs. This is a design flaw, unintentionally created. I need to fix this!

I'm working on music, sfx and did a lot of play test. 20 levels are completed, the final boss works as desired. Here is a screen of my workbench:

Devlog here is done. Game now go to BETA. Will post on the Release Announcements.