What's up TIGers?!

So, earlier this year Hamburglar and I decided to take on a game idea he had posted about over here
http://forums.tigsource.com/index.php?topic=10651.0. After some discussion about where to take it, and some initial delays (life gets in the way of game dev too much!

), we are well on our way to making it happen. Soooooooo, it's devlog time!
ConceptSo the basic idea is to take the awesome castle levels from platformers past, and to put the player in control of the other side. The heroes are afoot, and want your delicious princess. So, of course, your job is to crush, burn, impale, slice, stab, drown, melt, implode, explode, and
bake a cake for DESTROY them!
GameplayThe basics are as you would expect. Heroes emerge from the far left of the screen as they enter your castle, and proceed relentlessly to the right towards the captive princess. Platformer physics are in full effect so heroes can jump over ledges and extended traps, fall down into pits of death, etc. You, as the player, are in control of these traps, and must use precise timing and micro-management to eliminate all heroes before they reach your princess.
We have a variety of heroes who will each have slightly different AI. This means that while one hero may happily walk under a threatening Thwomp, another may decide to slow himself down to fake you out, or simply run out from under it as it is falling. Part of the gameplay will be recognizing the emerging hero types, and forming a plan of how and when to kill them.
Each level will be divided into distinct screens with up to four traps active on each screen. Levels can be any number of screens long, but currently we're hoving around 3-4 screens as that feels the most manageable.
TrapsWe already have a variety of traps ready, and are working on more to give the player a lot of variety. The ones we currently have:
- Bruiser (Thwomp-like)
- Spiker
- Lava Pool/Fireball
- Acid Pool/Acidball
- Bullet Bob + Launcher
- Hammer Mole
- Pipe Monster
- Flamethrower
- Saw Gun
- Fade Away Bridge
- Demon Minions w/ variety of weapons
ControlsAs we are targeting the Xbox Live Indie Games Service initially the traps will be mapped to the four face buttons of the Xbox 360 controller (A, B, X, Y). I do some pre-processing of the level to assign the face buttons to the traps, so they will always be assigned the same buttons going left to right: X, A, Y, B. Hopefully making the physical orientation of the traps match up (roughly) with the physical orientation of the buttons will let the player be able to anticipate button/trap combos more easily.
Screen to screen transitions will happen using the thumbsticks/dpad, and the shoulder buttons will act as jumps to the beginning and end of a level for faster navigation.
ArtWe're doing something completely innovative within the indie community as far as our assets go. We're doing retro pixel art.

We're wanting to hit a lot of visual nods to games like

without stepping over the line. I think that so far we're succeeding.
All of the current art assets are at home on my computer. >.> I'll update this later today with some examples. >.>
VideosDownloadsNone, at the moment! When we get a
little bit further along I'll post some playtest builds for your awesome feedbacks! It will require Windows + XNA redist package. It'll be included in the d/l.
LinksComments? Feedback?

Thanks, guys/girl(s)!
