<img src="http://i216.photobucket.com/albums/cc212/darkstorne/Mountains1280.png" border="0">
I'm about to go on holiday for a week, and it's distressing me that I won't be able to continue working on my game during that time. So I figured I would do the next best thing - upload it in its current state for fellow Construct creators to play, so that I'm at least getting feedback while I'm away from my desktop. I'll still be able to access the internet and post here, so I should be very active in discussing the game with you <img src="smileys/smiley1.gif" border="0" align="middle">
Now, ideally I would like to wait a bit longer before uploading it, because there are still a lot of visual bugs and glitches I'm trying to iron out, and I've literally only just begun work on the UI. But time is an issue, and it's still very playable, so we'll see how it goes!
This is a platformer, where you play as a wolf who has inherited elemental powers. The world around him is falling apart. Animals are driven to madness. Humans have mysteriously vanished. When darkness falls, unnatural creatures descend with it. Only the oracle may be able to help. With these new-found powers, you are the only one who might succeed in reaching her up on her mountain-top.
You have the powers of Fire, Water, Wind, and Earth. Each has a different effect on the world and creatures around you, and they are yours to play with as you wish. Collecting Motes (the equivalent of Mario's coins, or Sonic's rings) powers you with energy which can in turn be spent on these powers. So instead of finding power-ups scattered around the level, your elements are the power-ups, and you may use them whenever and however you like. Motes are plentiful to encourage usage and experimentation of the elements.
There are essentially three different routes to take through a level. A low path, mid path, and high path. Each has its benefits, and you will likely find yourself switching between all three. But my hope is that players will each develop their own preference based on their playstyle, with a preferred element as well.
I want the game to be easy to play - with an appealing art style and fun gameplay. I also want it to be challenging to master, with a point based score system. So instead of rushing through a level as fast as you can, it's about how high a score you can achieve. Faster runs will provide a larger time bonus, but you will also receive bonus points for not dying; taking no damage; for each enemy killed; for each mote collected; a small bonus for only using three of the four elements; a medium bonus for only using two elements; a large bonus for only using one element; etc. The score system isn't in place yet, but this is the direction I'm heading in for the game.
Player choice is important. One player might be able to achieve a high score by sticking to the top route and focusing on Wind abilities for fast movement. But another might achieve a higher score by taking the low route and using Fire to kill enemies along his path.
The level playable is a daytime forest level.
WASD movement. With W being jump, and S and W together allowing you to drop through platforms to lower levels.
Arrow Keys for elemental abilities.
Up Arrow - Wind - Dash forward
Right Arrow - Fire - Flaming Jaws deal heavy damage to enemies
Down Arrow - Earth - Root smaller enemies to the spot, and rip environmental obstacles asunder
Left Arrow - Water - Shield yourself with spikes of ice, preventing damage
In the final game, there will be two abilities for each element. Above (and in this playable demo) are the basic instant-cast abilities. Secondary abilities will be sustained, so holding down the Wind key for example will double your movement speed, draining energy for as long as you hold the key down. All of these abilities can be improved and leveled up.
Red Motes are hidden throughout each level, and each Red Mote grants you one point to spend on leveling up an elemental skill at the end of a level. There are three Red Motes to find in each level, and one earned for reaching a high enough score at the end of a run - so four total in each level. The score system isn't in place yet, but the three hidden Red Motes are in place for you to find.
TL;DR / Summary
Play the game and let me know what you think! I'd love to hear any and all feedback, comments and criticism. There are three different resolutions, and a different download for each (I suck at programming, but I'm getting there <img src="smileys/smiley17.gif" border="0" align="middle">). Choose from the options below.
I would also love to know what framerates you guys are seeing. I see 60fps constantly at 1920x1080, but then I have a powerful computer. I'm worried some areas of the game are too intensive. So please let me know in as much as detail as you can how it runs, and what your basic PC specs are if you know them, ie:
CPU: i7 —
GPU: 2GB GTX560 Ti
RAM: 16GB DDR3 1600mhz
There are plenty of issues with the game, many of which I know about, but please don't hold back! The spiral energy bar has very recently been added and is based on Newt's example in this thread which he kindly gave me permission to use: http://www.scirra.com/forum/custom-health-bar_topic47438.html I'm really struggling to get it to work as well as his does, which is a shame because it fits so well thematically. I might have to switch to a basic straight line energy bar. There are plenty of other little bugs and glitches, but please let me know what you think, and I'll put the feedback into motion when I return <img src="smileys/smiley1.gif" border="0" align="middle">
Many thanks for your time, and bravo if you read the entire essay! Thanks to anyone kind enough to spare the time to test this out <img src="smileys/smiley12.gif" border="0" align="middle">
IMPORTANT: You will need the Python26.dll file included in your Construct installation directory to play this game. If you can't locate it, you can also download a copy of mine here. Make sure it is in the same location as the .exe, for example: both on your desktop, or both in the same folder.
If anyone wants to go above and beyond the call with helping me test my game and wants to check out the events, PM me and I'll send you the .CAP. be warned though, I'm an artist, not a programmer. The events may be nicely arranged in their own little groups, but there are a lot of them and they are probably horrendously optimized. Full disclaimer: I take no responsibility if your eyes bleed.
HUGE thanks to Tulamide! He has been incredibly supportive, and helped me with a lot of the programming. The angle detection is pretty much entirely his work. Without him I would still be painting ridiculously large 2048x2048 textures, slapping hundreds of them into the game, and wondering why Construct crashes whenever I click "Run Layout". Thanks man <img src="smileys/smiley1.gif" border="0" align="middle">