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GhoulsMiner

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This is our game from SkyForts. It's a platformer game with additional mechanic such as stage-rotating and tile-headbutt.
The game itself told the story of Welsho Nion who had sold her soul to a Devil. Instead of killing Nion and took her soul, the Devil made Nion his subordinate and forced her to collect souls. Thus, Nion's day as ghouls-miner begins.

 

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GhoulsMiner's main screen


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The objective on GhoulsMiner is to collect fragment souls inside dungeon by using Nion’s 3 basic ability: Platforming, Headbutting, and Stage-Rotating, which are the core-mechanics of this game.
Fragment soul resides on Gem and Ghoul, so to get them Nion has to mine gem or beat ghouls.



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inside the dungeon

The Gem itself also acts as ingame-currency that Nion could use to upgrade her powerup. There are 3 types of gem, so we use 3 currency system.
 

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shop

Our inspiration for the game comes from Mario, Spelunky, Pacman, etc.

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GhoulsMiner is being worked on by 2 people.
Myself, mostly working on the code, and spiralhalo doing the graphic and story.



That's all for now. Later I will explain more about gameplay and story.
 
Meanwhile, you could follow us on http://skyforts.tumblr.com/ and @SkyForts
 

Edited by blue_mc

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Actually looks great. The twist mechanic is reminiscent of Lazy Raiders and the ghost-chasing made me chuckle (feels like Pac-Man!!).

Would love to play it!

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Actually looks great. The twist mechanic is reminiscent of Lazy Raiders and the ghost-chasing made me chuckle (feels like Pac-Man!!).

Would love to play it!

thanks biggrin.png
Lazy Raiders seems cool, I probably should try it.

The game is still slowly worked on. I hope I could increase my pace faster dry.png
Anyway, I made a design for the Devil, what do you think guys.

ymcHZ2f.png

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halo had been working on Nion sprite

msYC5V8.gifv1  K9CqRQ9.gifv2 AjM97gh.gifv3

The left one is the first sprite that he made. Then he changed it to v2, but it's not really fit on the stage. So v3 is the current sprite that we use.

There's also other form that Nion would use after taking powerups. But it's still based on v2 style. We might change it later.

dhFokEd.gifcBwjOcn.gifSLOkLCS.gif

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we made some notable changes to the game recently

now the game has mission system that asks player to complete missions in 4 different dungeons. another addition includes a harder block variant. Spiralhalo revamped the art to match the change, as well as adding some cool contrast. you can tell which are the harder block variant by their similarity. There are still some correction to be done but we liked the new style so far
 

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following the mission system, the house now has 4 trophy slots that stores a new trophy for every dungeon cleared. you will be able to access an endless mode for each dungeon from those trophies later (the cat double is due to debugging)
 

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jjaHXa6.png

Art & character design progress for Welsho Nion, the bottom-right will be used for dialogue avatar.

The top images were done by spiralhalo. You can see the initial design that he made. He actually responsible to draw dialogue avatar too, but I forced him to give that task to me.

I wanted to draw something that not too anime, I even draw something creepy. But the final piece is still looking anime-ish mockangry.gif

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4s9uNrl.png

A bit late to the party, but here's a concept art for Chatom the ghost cat (cat ghost?) made by spiralhalo

It's basically a hi-res version of the sprite, as a reference for the dialogue avatar that i'm working on

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The twist mechanic is awesome.

thanks ^_^


finished another avatar. It took me 1 week to do this. crazy.gif

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Anyway, Chatom is a spirit cat that owns a treehouse called Death's Abode. It's a basecamp for adventurer who wants to explore the Weeping Tower nearby. He's also an acquaintance of the Devil.

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Hi guys, i bring you some new updates!

spiralhalo had been reworking the tiles (again)
 

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a preview for ice-room (he said that so far, this is his best pixel work)


he finished the dialog box too

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oh, it feels so good to finally see my artwork in the game (even though it's just a mockup). I should do something like this more often  addicted.gif

and guess
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who's coming
MSGmuUg.png

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finally all three of them are done. I still have to make their expression tho.

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There's no one who know his name, but people simply refer to him as "The Devil". Unlike other demons, he is a fair businessman and very rational, so don't afraid to sell your soul to him.

Edited by blue_mc

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this is our recent status update. we're working on the mission board along with the mission system, which is the second last important piece for the game (the other one being the cutscenes)

on another news, we had a composer joined us to work with the game music toast.gif we're currently waiting to hear back from him

here is a mockup sketch for the mission board (pardon the intentional misspelling smiley.gif
 

missionBoard2_zps42c35dc2.png

and an older sketch (rejected)

missionBoard1_zpsdf6cac83.png

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made some progress on the intro, just started to understand Starling Filter a lot better. I'm just gonna leave the gif here. grin.gif
Pardon the unfinished dialogue, spiralhalo is too lazy busy to finish it at the moment.

 

GhoulsMinerIntro2.gif?dl=1

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We're working on the story and dialog right now. Google doc is really helpful for us  wink.gif

story2_zpsf5ef7f8e.png


also here's preview for the Trials Board
 

trialsBoard_zpsuc4f5kro.gif


and random drawing from spiralhalo, right one is the current design of Nion
 

nion_zps6d223fc5.png

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working on tutorial right now, and I just realized that I could shrink the map size to add variety to our stage  blink.png
anyway which one would you prefer guys? [url=https://photos-3.dropbox.com/t/1/AAAUV8ECzik9CRzpP0mN11pWpf60fbMo1u7_EBaJQhKh0A/12/74938637/png/1024x768/3/1414846800/0/2/ghoulsMinerTutor.png/0S8oKOHmKfVNGQta2cCwZgfsKz6QzuGTr8li5IqGHsE]here's the full size[/url]

 

ghoulsMiner_tutor_pilih_zpsd7a61d26.png

Edited by blue_mc

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Wow, this is amazing.  I love to see talented devs getting things done like this!  And apparently two great artists on one project?  You guys rock!

 

As to the question at hand:

 

I like #2, but I think it would be better if you used different kinds of blocks out there (more like the background), to make it looks like it was kind of breaking away and getting darker in layers (if that makes sense), so that it still feels like the frame of blocks directly around the level is the highest point.  I'm not crazy about the block by block gradient, I prefer clean material borders.

 

Let me know if that doesn't make any sense and you and me to  do a quick edit to show you what I mean.

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