Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411469 Posts in 69368 Topics- by 58422 Members - Latest Member: daffodil_dev

April 23, 2024, 05:05:32 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityTownhallParasite, a non-linear retro platformer (inc. playable demo)
Pages: [1]
Print
Author Topic: Parasite, a non-linear retro platformer (inc. playable demo)  (Read 583 times)
Refeuh
Level 0
**



View Profile WWW
« on: November 12, 2015, 09:22:10 AM »

Hi all !

I am here to present a small game I have been working on in the last few months. If you like the concept, make sure to check the Hand Any Key playable demo Hand Any Key - 'hope you will enjoy it !

The game is pretty much finished and has gone through multiple iterations and focus tests already ; I'm hoping to release it as soon as I get the legal side of things sorted


OVERVIEW
 
Parasite is a non-linear retro platformer with a mix of action and puzzles. The player controls an alien worm wanting to get rid of a human space colony on his planet. There are multiple shapes to unlock and to switch between to facilitate the navigation and sabotage the complex.



Parasite on Steam Greenlight/Concept : http://steamcommunity.com/sharedfiles/filedetails/?id=552397139
Parasite on IndieDB : http://www.indiedb.com/games/parasite-a-non-linear-retro-platformer

 
SCREENSHOTS



 
Hand Any Key PLAYABLE DEMO Hand Any Key

Browser demo
Recommendations : up-to-date browser (Chrome) + Xbox360 compatible gamepad
https://dl.dropboxusercontent.com/u/5266820/Parasite/ParasiteDemo0.9/index.html

Desktop demo
Recommendations : Windows 7/8/10 + Xbox360 compatible gamepad
https://dl.dropboxusercontent.com/u/5266820/Parasite/ParasiteDemo0.9.zip

 
KEY FEATURES

- 4 unique environments with their own specificities
- 4 shapes to unlock, each providing an exclusive ability
- Non-linear level design allowing for routing choices
- Use health as a resource to change shape and work around obstacles
- Integrated timer, for the speedrun enthusiasts
- Deactivate all 8 station modules before too many humans can escape !
 

FACTS

- Estimates play-time : ~2h for a first playthrough
- Playable area : 1 giant level, ~250 accessible screens
- Variety : 20+ types of "gameplay" entities - enemies, traps, interactions, etc.
- Development time : ~3 months
- Team : myself 
- Development tools : Construct 2, Tiled, PyxelEdit
- Production tools : Trello, Toggl, SmartGit, BitBucket, OneDrive
- Technology : HTML5, playable in a browser or on a variety of platforms after export

 
CREDITS (resources)
 
Adam "Atomic" Saltsman
http://adamatomic.com/
Environment
 
Christopher "Oryx" Barrett
http://oryxdesignlab.com/
Characters
 
Vesa "Master484" Vanhatupa
http://m484games.ucoz.com/
Visual effects
 
Victor "Snabisch" Navarro
https://makeagame.bandcamp.com/
Music
 
Jesús "Jalastram" Lastra
http://opengameart.org/users/jalastram/
Sound effects
Logged

Game Producer & Agile Consultant - http://raphaelgervaise.com
Ronsho
Level 0
***



View Profile WWW
« Reply #1 on: November 12, 2015, 02:16:41 PM »

This is a pretty interesting concept!  The keyboard controls don't seem to be what are in the instructions, though.  On Chrome/Mac it only lets be move left and right with A/D, but jump/interact with up/down, which is a weird way to split up the controls!
Logged
Refeuh
Level 0
**



View Profile WWW
« Reply #2 on: November 12, 2015, 03:11:16 PM »

Thank you for your comment and feedback -

I will double-check the instructions in case I built the demo with a wrong option. The "help" screen shows the default controls, which try to mimic a controller layout with a few tweaks ; though keyboard controls can be customised from the main menu.

I would strongly recommend a gamepad, or customising the keys.
Logged

Game Producer & Agile Consultant - http://raphaelgervaise.com
Refeuh
Level 0
**



View Profile WWW
« Reply #3 on: November 12, 2015, 03:21:13 PM »

Indeed - my bad !

The demo was built with an obsolete control sheet ; at this time the game supported both W/S and up/down for jump/interact. This was removed a bit later when adding keyboard customisation and was updated accordingly in the full game.

Thanks for reporting this, I will fix it ASAP !
Logged

Game Producer & Agile Consultant - http://raphaelgervaise.com
Refeuh
Level 0
**



View Profile WWW
« Reply #4 on: November 13, 2015, 05:29:38 AM »

Updated - the control sheet and instructions in the demo build now reflect the latest default keyboard controls more accurately.
Logged

Game Producer & Agile Consultant - http://raphaelgervaise.com
bitbulldotcom
Level 2
**


#indiedev since the #zxspectrum days


View Profile WWW
« Reply #5 on: November 24, 2015, 09:26:43 AM »

Nice - I really like the look of this!
Logged

Refeuh
Level 0
**



View Profile WWW
« Reply #6 on: November 26, 2015, 06:30:02 AM »

Thank you very much, really appreciated
Logged

Game Producer & Agile Consultant - http://raphaelgervaise.com
Refeuh
Level 0
**



View Profile WWW
« Reply #7 on: November 26, 2015, 06:31:04 AM »

The game is now finished and no longer in development ; moving discussions to a dedicated thread and locking this one :

http://forums.tigsource.com/index.php?topic=51639.0
Logged

Game Producer & Agile Consultant - http://raphaelgervaise.com
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic