Trial by Viking - WIP

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50 comments, last by dqhendricks 8 years ago
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Hello gamedevnet. This is Trial by Viking, a side-scrolling platformer where you are a viking working as an agent of Odin. In unfamiliar lands, you will meet friends and foes, solve a few puzzles, and gain the powers needed to stop the trickster god, Loki. If you are able to survive tricky gauntlets of magic and steel, you will find yourself face to face with some of the worst terrors that the nine worlds have to offer. Good luck!
Features:
- morph into a polar bear
- control a flying Valkyrie through mazes of hazards
- ride on the claws of a great owl like a zip line
- fight a Kraken in a swimming pool
- bombs, double jump, dash, grappling hook
- an ice axe for freezing enemies and turning them in to stepping stones
- ride on a viking ship while having axe battles with Kobolds
- keys, switches, gears, ropes, hidden areas, and other tricky elements
- multi-platform
- 130 levels
- 27 intense boss/miniboss battles
- 20 permanent upgrades
- over 75 unique ai/enemies
- power ups like mini viking, metal viking, and time slow

Web: http://lastlifegames.com/trialbyviking

Twitter: @0xlastlifegames

Mailing List: click here

Update #1:
Development of Trial by Viking started at the end of 2013. Honestly this game started out with an idea of mixing Ghosts and Goblins with Cut the Rope, because I thought that would be weird and cool, but it has grown into something so far from that. I really wanted to give the game a great feel, and some of the earlier concepts just weren't right. I still make use of ropes and being able to cut them to solve puzzles, but I have changed it so that you use an axe to cut ropes instead of some sort of mouse/touch system.
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Update #2:
One of the things I had liked about Spelunky, is how different elements in the game can sort of interact with each other. I made sure that many of the elements in Trial by Viking can affect each other in maybe unexpected ways, which sets up some interesting situations. For instance, you may throw a boomerang to activate a switch that turns on a fan that can blow a block upward enough for you to push it onto a ledge with a pressure plate that opens a door.
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I will add some more gifs soon so you can see some other interesting mechanics in action, and probably some combat as well.
Update #3:
Quick little gif of dash/roll. Allows you to plow through tough spots, as well as do some long distance jumping.
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The effects in this game are great!

Developer with a bit of Kickstarter and business experience.

YouTube Channel: Hostile Viking Studio
Twitter: @Precursors_Dawn

The effects in this game are great!

Thanks Navyman! Been working real hard on this!

Update #4:
Hey guys. Here's a quick gif of the gear mechanics. Gears can control a bunch of different level elements. You might need to connect certain gears together in order to be able to rotate them the correct way to unlock a passage for instance. I added this because it's something I haven't really seen around. It opens up some interesting situations level design wise, because it's not just an on/off switch, you can use it to move things between two values.
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Working on all new parallaxing backgrounds, which I'll show some screens of soon.
Update #5:
Hey guys, I finally got some new animations for a Valkyrie character that's in the game. The idea was to have a few entire levels where the Valkyrie picks you up and flies upward as you steer her through hazards collecting sunstones. Here's the initial takeoff sequence so far.
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Update #6:
Hey guys. I wanted to show you a few gifs of the enemies in Trial by Viking. Sorry for the gif loads.blink.png

Dragonkin can run and jump very fast, and if you aren't ready for it, you'll probably get stomped.
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Gargoyles are sneaky creatures that hide among the statues. You have to be careful where you step.
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A bit of wall jumping to escape the nasty claws of the Werewolf.
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Update #7:
Wanted to share some action gifs I took recently. Sorry for the long loads!
battling a wyvern and wind imp at the same time.
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a quick cannon ride. also maybe the first time i've posted this background anywhere.
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Update #8:
I think this might be a good time to explain how the level and upgrade systems work, since it helps understand the game a lot better.
There are 150 levels, and completing each one unlocks the next. You need sunstones to purchase permanent upgrades for your character. I switched the currency system up a bit by making it persistent, meaning when you replay a level, all the sunstones that you have already found will be gone. It will tell you how many sunstones are remaining to be found for each level. This adds a bit of a treasure hunt element to the game.
Anyways, here is a quick snippet of the Hydra. It a really tough enemy that shoots fire balls from each of its heads, and if you get up in his face, he may try to swing you around a bit. You definitely don't want that.
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