An Even Sun
A downloadable game for Windows
Version 0.1 - January 18, 2017
This is my first game, so thank you for taking the time to check it out. My goal as a hobby game developer is to create something new and unique, and for my first game, I wanted to explore the dodge mechanic in a top-down game. Your character has no weapon, and must use it's speed, stealth, and skill to avoid enemies and projectiles. In design, it's somewhat similar to top-down shooters like Nuclear Throne or Binding of Isaac, but without the guns. There is a certain dance-like elegance to dodging, which I find to be quite satisfying, and I hope you will too. Go with the flow.
Since this is my first game, it took me a long while to figure out exactly what I was making. I knew that the core mechanic was going to be dodging, but I didn't have any real development plan beyond that. I just started building and trying to find a balance where the gameplay felt great. I experimented a lot on many different enemies, art styles, progress mechanics, etc, etc.. In the end, I decided to go hyper-minimal, and cut out 75% of the stuff I tried in earlier versions. The music and visuals can be quite abrasive and even aggressive. My goal here was to make an experience that was memorable - a statement.
If I were to build this game out beyond a prototype, I think it would probably end up in the rogue-like genre with procedural levels, many enemy types, power ups, and likely a slowing-mine ability (which I dropped from this prototype part way through development). Possibly even 2 player co-op where there is a map phase where you can plan out your route together before starting the run. I think I've got a decent idea for a theme/story, but I'll keep that part a surprise if it ever happens.
Please let me know what you think of the game, and if you think I should try to develop this concept further. Even if you don't like it or something really bothers you, I really like feedback, and am very open to constructive criticism - let me have it! And I'll apologize in advance for a bit of stuttering that can happen during the game. I'm not sure if that's me with some memory leaks / junk code, or the game engine (gamemaker studio).
Warning: The game is quite hard right from the start, but hopefully you will have both the patience and skill to see it through to the end. As well, the level design is pretty weak. I just got to the point where I wanted to finish the level and get it out there. Good luck and have fun! Thanks again, Steve Holub (@steveholub on twitter).
Status | Prototype |
Platforms | Windows |
Author | SteveHolub |
Genre | Action |
Comments
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I just realized that the large black circles don't count as a collision point. That is a bit unintuitive.
Thanks again for the feedback @aphoenix. Totally agree with your points.. Especially this one. I was going to add a checkpoint right at the start, or even add the word checkpoint somehow, but skipped it.
I like doing reviews of stuff.
Good bones to this game! I think it has potential!
I think that there are a few other things that could make for interesting gameplay:
Also, I think a pause and simple pause screen with the following would be pretty awesome to stick in there.
Controller integration was great.
Difficulty curve is good; it took a few deaths for me to realize what was happening, but I got the hang relatively quickly.
I think that the death screen could benefit from some different information; information about the current run would be good to have in there.
The graphics are a bit basic; an art refresh would be a good "version 2" thing.
176.05 current best for 0.1