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Skie The Snail - A retro platformer puzzle game

A topic by joyful squirrel created 23 days ago Views: 218 Replies: 10
Viewing posts 1 to 8
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I'm happy to announce I'm turning my game Skie The Snail into a full length game. This project originally started as a game jam entry and an excuse for me to make my first game. I've been dabbling in game development for almost 20 years but never completed a single project. After recently having an accident, and breaking my arm, I realized how short life is and I'll never finish anything if I keep making excuses.

The game is a platformer with puzzle  like levels. I managed to flesh out the core mechanics and complete 6 basic introductory levels which introduce you to a few of the games mechanics. I'll be adding more to the game as I go. The game is based around wall walking and gravity / anti-gravity.  I've posted a short video and link to the game. I'd like any feedback about the game.

https://joyful-squirrel.itch.io/skiethesnail

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Wow an amazing idea. I'm honestly hyped for this ngl. I just hope the later levels are more complex. What game engine are you using? Unless you're not using one.    :3

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Yes, the plan is for longer more elaborate levels as you go. The web demo is just the first few introductory levels.

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I reworked my work flow to be more efficient. There are some minor changes to the first 5 introductory stages. Stage 6 has been completely reworked into something new and a little more challenging. I'm going to start making harder and longer levels from here. I also removed the title screen from only the web demo.

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I just finished updating the visuals. Now I can start on adding new levels.

What game engine are you using?

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Godot

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Changed the title since there is an established comic named Sluggy. The new name is Skie The Snail. I also worked on the physics scripts and added some new level art.

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This is my first major update since I started working on this project.

Changes **

I removed the jump and detach mechanics. They made level design too difficult and also caused a lot of bugs. Skie can still wall climb but uses a series of transportation devices now instead of jumps.

I set the default control scheme to relative. Sky will move in the direction of the button press. You can press TAB or L1 to swith to absolute control. The joystick and mouse controls remain the same.

I removed the placed holder songs and put in better music. Also added a few sounds. I still have work to do on audio balancing.

Updated the visuals to fit the relaxed and casual theme. Added new enemy called chomper to replace the spikes as obstacles. Also put in a new back ground. Some of the graphics are still place holders. The visual are still were most of the work is needed.

Fixed up the code and how stuff works behind the scenes. Skie should no longer randomly fly into the air when moving as steep angles.

I'm done with the web demo for now. I may add to it later but for now I think it provides enough content for players to get an idea of what the game is like. Check it out here.

https://joyful-squirrel.itch.io/skiethesnail

I finally got to a place where I'm happy with the visuals. They're basic but still have that class nes/snes vibes. I have to resist the urge to keep adding sprites for decoration or I'll never get the game done. From here on out I'll be focusing on level creation.


The only thing left to program is the stage select menu. This will be accessed from the pause menu and will show what stages are unlocked. You won't be able to skip to a stage unless you have already beaten it.


Changes **


The game now starts from the title menu. After a few seconds of the title showing you gain control of skie and the game immediately begins. All of the menus have been removed except the pause menu, which can be accessed any time. You can quit the game or select a stage from the pause menu. This menu is only in the PC / Console version. The web demo doesn't have the menu or a pause function due to limitations of web builds.


Visuals updated to give a happy casual vibe to the game.


Fixed a few bugs with the bubble transport.


To Do **

Finish the stage select menu.

Add a bubble that doesn't move in the bubble transport as indicator of where the hit box to set off the bubble transport is.

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Scrapped the level select screen.  I don't think it's necessary for a game this short. Instead I added in a lives system. Having a limited number or attempts adds more tension to the game and makes the stakes higher. If you run out of lives you're simply put back at the title to start the game over. Without the stage selected this becomes a single run type game, where you try to beat the game in one sitting. I intend to make the game beatable in one sitting with a short play time of about 30 minutes to an hour.

I think the lives systems fits better with the old school retro / arcade design I'm going for as well.