Toodles, y'all! o/
So a month-long flu, a post-release crash, and a load of concept development all walk into a bar. The barman says; "Why the long pause?".
To answer the two questions you're probably asking: Yes, I have been busy. And no, the above joke makes no sense.
In my absence, however, I've had time to get together a concept I've been wanting to work on for a while. In my last post you might have noticed that I mentioned another game idea I had while working on Kastor. It popped into my head at one point and refused to leave. I even built a small whitebox prototype (Something I've never done before with a game!), trying to decide if the gameplay would take off. What really tipped the scales was when my brother saw the aforementioned prototype, and asked if he could play it.
"I have to make this game" I told my stunned self.
So, with that in mind, I present:
So a month-long flu, a post-release crash, and a load of concept development all walk into a bar. The barman says; "Why the long pause?".
To answer the two questions you're probably asking: Yes, I have been busy. And no, the above joke makes no sense.
In my absence, however, I've had time to get together a concept I've been wanting to work on for a while. In my last post you might have noticed that I mentioned another game idea I had while working on Kastor. It popped into my head at one point and refused to leave. I even built a small whitebox prototype (Something I've never done before with a game!), trying to decide if the gameplay would take off. What really tipped the scales was when my brother saw the aforementioned prototype, and asked if he could play it.
"I have to make this game" I told my stunned self.
So, with that in mind, I present:
Tidal Fall will be a 2D physics based platformer, set on a magical island which is slowly being consumed by the rising sea. You'll play as Kole, a stone golem intent on rescuing the island's elemental inhabitants with the aid of his water-spirit friend, Wight.
The original sketch of Kole and Wight.
Gameplay will be level-based, each challenge providing exciting and addictive action puzzles in the form of physics-based platforming. The sea is constantly rising, so your goal is to keep Kole above water for as long as possible on the rickety structures dotted around the island.
Me playing the prototype gameplay. And failing, repeatedly.
It's still early in the process, but I think it's time to take Tidal Fall from the concept stage into active development. You can expect updates every week (I know! I've promised that before, but this time I have things prepared! [;)]), and tweets/retweets as usual.
That's all for now, comments and questions are welcome! [:)]
That's all for now, comments and questions are welcome! [:)]