After deciding on an artist (newb, learning the ropes :) ) im wondering what style you think looks better, based on the old look and this:
The ball and chain is speed down, the yellow potion is speed up, and the chicken leg is health. Please let me know which you prefur, before we go ahead and make some more. (dont tend to get alot of comments on these here journals)
As alot of people have been asking, I present to you a list of the features that TimeKilla will be having:
One Player Mode (against AI):
- Survival mode: Try and get as many kills as possable before dieing. This is where you can unlock different power-ups/maps/characters to use while playing.
- Death Match: Fight to the death. Customize gameplay by using unlocked powerups, maps, and characters.
Two Player Mode:
- Death Match: Choose an ammount of kills to play to. Customize gameplay with unlock features.
Overall:
- Unique artwork created by Mark Bricault
- Custom soundtrack made by fellow GameDev member Antisheep
- Multiple characters to play as
- Sword user (close quarter combat)
- Archer (ranged combat)
- Multiple powerups
- Regain health
- Slow enemy movement
- Speed up player movement
- Paralize enemy
- Attack power up
- Defence power up
- Multiple maps each with unique theme and music
- Grassy combat
- Island combat
- Forest combat
- Snow combat
- Desert comabt
Coming soon: Updated tech demo used to test sound/powerups
Perhaps negative powerups are magnetically attracted towards the armour of the knights and moves towards them to make it easier to accidently grab one?