When it comes to designing real-time games, one of the most important aspects is the feel of the controls. Another important factor is the degree to which those controls can be mastered. This skill range is how far apart the skill floor and ceilings are in a game.
Generally it’s best to have the skill floor as low as possible for maximum accessibility but also have a high skill ceiling to allow players to continually get better at the game and still enjoy it for years to come.Continue reading →
Heterodoxxed is a simple shoot-em-up where half-truths, slander and bad words must be destroyed before you’re crushed by the outlandish lies. There are only three rules to follow in Heterodoxxed. Shoot, dodge and collect.
The last rule refers to every letter you destroy leaving behind Truth bits. Once you have collected enough bits, you are granted with a bomb, increased weapon power and more space to again, shoot, dodge and collect.
I hope you all have fun with this simple but satisfying shooter and don’t forget to let us know what you think!
Hello, it’s been a short while so I have a few new updates to show. They’re mostly features and were a bit overdue but finally, bar a few tweaks, they are done.
Also, I’m going to start adding a different screenshot from You can Double JUMP at the top each post related to the game. It’ll make the posts a bit nicer than the wall of text I normally do, plus it’ll force me to show something new each time 🙂 Continue reading →
Just a quick post showing two concepts for the look and style of the final world levels. The final world will take place in the incredibly imaginative setting of Lord Leo’s Lair and will be a…. wait for it…. LAVA WORLD!!!! Honestly, how do I come up with this stuff! Joking aside I thought it would be sacrilege to platforming games if the final world was anything but a lava based one. Also the colour palette and preconceived dangers of lava cement the theme of “oh snap this is hard yo!”.
It’s been a while since I made a new post and that’s because real life has been consuming my development time like a hungry time lord. So unfortunately it’s also been relatively slow, development wise but it’s not too bad because I did get a few things done for Double Jump and also I started a small game for the Ludum Dare 27 (LD27) game jam called Abandoned but couldn’t finish it in time. Oh well. It was my first attempt at a game jam so at the very least I now know that making a game within the entire lifespan of two mayflies is a lot tougher than I thought. More about that later anyway. First what’s new with Double Jump. Continue reading →