NES Hard
Hi everyone.
This project started a little more than a month ago. Most core mechanics are done but I would like to add a lot more.
I love playing platformers on the go and most of the choices look something like this:
While a lot of my favorite ones are simplified, made slower to accommodate for the lack of buttons, there are a few attempts to create some Twitch ones and while the games themselves are enjoyable, most of the deaths don't feel "fair" due to the lack of solid controls. They just make you wish you were playing on a controller or keyboard instead.
My goal with this project was to create a "Non-platforming Platformer" if you will. The game revolves around line of sight and teleportation. It was harder than expected designing levels for this type of gameplay and an even greater challenge arranging the levels in increasing stages of difficulty since I try to introduce one mechanic at a time. I found the gameplay best suited claustrophobic levels with a lot of well placed hazards. I try my best in higher levels to try and implement more puzzle elements and combine it with twitch gameplay.
As of right now I have 24 presentable levels and my current goal is 125 levels with 5 bosses. I also plan to add some extra abilities down the line which will in turn another layer of challenge to level design.
I'd have to say my biggest struggle is with graphics. My art is mostly hand drawn and scanned then converted to vector. When I try to rush out assets using purely vector there is a noticeable graphics clash. Also I think I did a decent enough job with colors to the best of my ability but I'm aware it might not be aesthetically pleasing colors-wise.
I will have a playable demo soon. Meanwhile tune in to this thread for updates.