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#Actualcmc5788

Posted 05 May 2013 - 03:12 PM

Hi everyone,

 

I've been working on a prototype for an as-of-yet untitled hack-and-slash platformer. Although my background is in programming, I've been using GameMaker for its quick iteration ability.

 

So far, I've only got a few example levels put together. I've been focusing on getting really solid core combat mechanics, which consist primarily of attacking, dodging, and blocking enemy attacks. I'm looking for some feedback on the core mechanics -- movement, attacks, etc., but really any feedback or ideas are appreciated, harsh commentary included, and even welcomed. I'm trying to decide where to move next with this prototype and really take it to the next step, pushing forward the parts that work and moving past the ones that don't.

 

Keep in mind this is a very early stage prototype, not a full playable game -- meant to be more of a solid, working demo of core combat mechanics and general ideas. I certainly have ideas about how I want to further develop this game, but I'd prefer not to mention those here because I'm afraid they might "pollute" responses I get. I want fresh commentary since I've been tunnel visioning this thing for long enough to start losing perspective! So with that said, here are some visuals, an older video of gameplay (apologize for poor quality), and a download link to the current playable build:

 

Some placeholder vector art I'm using to get an idea of the style I'm going for:

xinBiYD.png
 
The player reflecting a fireball back at a ranged enemy with a well-timed attack:
XlBtBzn.png

 

An older video showing one of the playable levels included in the prototype. Keep in mind the playable version below has changed quite a bit since this video was taken:

 

 

New video!! (do 1080p if possible, otherwise it looks pretty crap):
 
And a bonus video of WIZARD MODE:

 

https://www.dropbox.com/s/b4y140c6cmmricw/Casey-HackJumpSlash-Final.exe (Windows only, standalone executable)

 

Controls:

  • WAD to move and jump
  • ENTER to attack
  • E to block
  • F to toggle fullscreen
  • ESC to pause
  • F5 to restart from main menu

 

Other things to keep in mind:

  • Starts up straight into playable game, no "menu"
  • Jump on enemy heads to stun them briefly
  • Blocking an enemy attack with 'E' with precise timing will also stun an enemy
  • Longpress jump for a full jump, tap to hop
  • Projectiles from ranged enemies can either be simply blocked with 'E' or reflected back with a well-timed attack

#2cmc5788

Posted 05 May 2013 - 03:11 PM

Hi everyone,

 

I've been working on a prototype for an as-of-yet untitled hack-and-slash platformer. Although my background is in programming, I've been using GameMaker for its quick iteration ability.

 

So far, I've only got a few example levels put together. I've been focusing on getting really solid core combat mechanics, which consist primarily of attacking, dodging, and blocking enemy attacks. I'm looking for some feedback on the core mechanics -- movement, attacks, etc., but really any feedback or ideas are appreciated, harsh commentary included, and even welcomed. I'm trying to decide where to move next with this prototype and really take it to the next step, pushing forward the parts that work and moving past the ones that don't.

 

Keep in mind this is a very early stage prototype, not a full playable game -- meant to be more of a solid, working demo of core combat mechanics and general ideas. I certainly have ideas about how I want to further develop this game, but I'd prefer not to mention those here because I'm afraid they might "pollute" responses I get. I want fresh commentary since I've been tunnel visioning this thing for long enough to start losing perspective! So with that said, here are some visuals, an older video of gameplay (apologize for poor quality), and a download link to the current playable build:

 

Some placeholder vector art I'm using to get an idea of the style I'm going for:

xinBiYD.png
 
The player reflecting a fireball back at a ranged enemy with a well-timed attack:
XlBtBzn.png

 

An older video showing one of the playable levels included in the prototype. Keep in mind the playable version below has changed quite a bit since this video was taken:

 

 

New video!! (do 1080p if possible, otherwise it looks pretty crap)
 
And a bonus video of WIZARD MODE:

 

https://www.dropbox.com/s/b4y140c6cmmricw/Casey-HackJumpSlash-Final.exe (Windows only, standalone executable)

 

Controls:

  • WAD to move and jump
  • ENTER to attack
  • E to block
  • F to toggle fullscreen
  • ESC to pause
  • F5 to restart from main menu

 

Other things to keep in mind:

  • Starts up straight into playable game, no "menu"
  • Jump on enemy heads to stun them briefly
  • Blocking an enemy attack with 'E' with precise timing will also stun an enemy
  • Longpress jump for a full jump, tap to hop
  • Projectiles from ranged enemies can either be simply blocked with 'E' or reflected back with a well-timed attack

#1cmc5788

Posted 29 April 2013 - 10:59 PM

Hi everyone,

 

I've been working on a prototype for an as-of-yet untitled hack-and-slash platformer. Although my background is in programming, I've been using GameMaker for its quick iteration ability.

 

So far, I've only got a few example levels put together. I've been focusing on getting really solid core combat mechanics, which consist primarily of attacking, dodging, and blocking enemy attacks. I'm looking for some feedback on the core mechanics -- movement, attacks, etc., but really any feedback or ideas are appreciated, harsh commentary included, and even welcomed. I'm trying to decide where to move next with this prototype and really take it to the next step, pushing forward the parts that work and moving past the ones that don't.

 

Keep in mind this is a very early stage prototype, not a full playable game -- meant to be more of a solid, working demo of core combat mechanics and general ideas. I certainly have ideas about how I want to further develop this game, but I'd prefer not to mention those here because I'm afraid they might "pollute" responses I get. I want fresh commentary since I've been tunnel visioning this thing for long enough to start losing perspective! So with that said, here are some visuals, an older video of gameplay (apologize for poor quality), and a download link to the current playable build:

 

Some placeholder vector art I'm using to get an idea of the style I'm going for:

xinBiYD.png
 
The player reflecting a fireball back at a ranged enemy with a well-timed attack:
XlBtBzn.png

 

An older video showing one of the playable levels included in the prototype. Keep in mind the playable version below has changed quite a bit since this video was taken:

 

https://www.dropbox.com/s/b4y140c6cmmricw/Casey-HackJumpSlash-Final.exe (Windows only, standalone executable)

 

Controls:

  • WAD to move and jump
  • ENTER to attack
  • E to block
  • F to toggle fullscreen
  • ESC to pause
  • F5 to restart from main menu

 

Other things to keep in mind:

  • Starts up straight into playable game, no "menu"
  • Jump on enemy heads to stun them briefly
  • Blocking an enemy attack with 'E' with precise timing will also stun an enemy
  • Longpress jump for a full jump, tap to hop
  • Projectiles from ranged enemies can either be simply blocked with 'E' or reflected back with a well-timed attack

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