Each stage needs three components- graphics, music and programming. Here we can discuss which stages we'd like to see and how we'd like them implemented, and eventually submit their graphics. You can submit music for stages
here. Stages should be at least 512x384 pixels, but no more than 1024x768 pixels, unless the stage automatically scrolls. Generally, stages should keep roughly that aspect ratio.
One great thing about stages is that Indie Games that would otherwise not translate very well into a fighting game can almost always be made into a stages.
Stage Roster:
Knytt FallsMinecraftCanabaltHeart of Chzo (Chzo Mythos)
Samorost- The island from Samorost.
Omega Darn (Noitu Love 2)
Sun Temple (Aquaria)
Death Worm Desert (Death Worm)
Amita Range (Rescue the Beagles)
Fisty's Bog or Regurgitation Pumping Station (World of Goo)
Bonesaw StagePathspace (Immortal Defense)- The screen follows a single, fairly small platform that travels down a long line, the same way the enemies do in ID. There are a few other platforms in front of and behind the central platform, slightly smaller to show they are not the 'main' one. Depending on where the line is pointing, the platforms can be in all sorts of different configurations. Every so often you will encounter Points which each use their own iconic attack.
Crayon Physics Stage - Obstacles are periodically drawn onto the stage.
I Wanna Be the GuyNightwalk (An Untitled Story)
Rooftops (Iji) –
The characters spawn atop the top of the ruined research facility, with the post-apocalyptic metropolis of Earth in the red afternoon sky. There are four rooftops (w/ pits in b/w) players can fight on, but each one crumbles if hit by the stage's main hazard.
That 'main hazard', of course, is the Alpha Strike. Every once in a while, the UFO's in the background will flash or give some indication of movement in unison, and, after a few seconds, there will be flashing floodlights shined onto the targeted buildings, which will usually be three out of the four in the stage. The players will then all have a few seconds to scramble onto that one 'safe' rooftop, else they will take massive damage as, in an instant, three gigantic pillars of light will rain down onto the targeted rooftops, demolishing them and taking out a severe chunk of any player's life bar.
For a while, players will only be able to stand on the one remaining building. Then, the camera will begin to scroll down, and the remaining building will be similarly targeted by an alpha strike. The cycle repeats itself from the beginning.
Among the Leaves (Seiklus)
Dwarf Fortress
VVVVVV - The gravity periodically reverses.
Cube Sector (Lyle in Cube Sector)
These stages are not planned for inclusion, but may be reconsidered in the future:The Tower (Mighty Jill Off)- A vertically scrolling level.
Mondo Medicals/Cactus Stage
Deep Space- There are a few platforms in the middle of the stage. Ships and enemies from different shoot-em-ups will fly by and sometimes attack.
Tower of Heaven - Rules are occasionally issued which restrict what you can do. Breaking the rules results in being punished.
Eversion
Fez stage- A floating island where, at given times, you are switched to another dimension.
N Level (N)- A closed stage with lots of traps and enemies.
Something from Eternal Daughter
Randomly generated ascii dungeon- Doesn't have to be true random generation, but maybe the level could be divided into quadrants, each of which chooses from a selection of maybe 4 prefabricated
Hot Ninja Moon Moon stage
The Cleaner stage
Jetpack Brontosaurus - You fight on the back of the 'saur as it flies around, kinda like the Arwing stage in Smash.
I Was in the War- A simple horizontal stage. Pressing down+jump while standing on the line switches you to the other side of the line. Soldiers and tanks occasionally march down one side of the line, and deal some damage if they touch a player. Jump over them or switch sides to avoid.
Aether- You go from planet to planet fighting on clouds, and whatever addition platforms or whatever else the planet provides in its description. To go from one planet (start at earth, then go to a random one, just making sure not to do the same planet two times in a row) and the stage then moves up from the planet till it is out of view, and then stage then lowers again, but it will be the next random planet. The planets are:
Earth- Solid ground with a house.
BIBULON- This will have a planet on the bottom of the screen, and a moon taking up a considerable portion of the planet's screen.
MALAISUS- Water and a small island is on the bottom of the screen when on this planet.
GRAVIDA- Not really sure about this one, possibly your fighting over the mouth that covers about half the bottom, so people can fall through the mouth and die.
DEBASA- The bottom half of the planet's screen has a green haze over it, that makes everyone inside it move slower, so you have to keep high or pay the price.
I think the time that the stage spends on each planet will be have to be playtested to figure out what would be best.
Rooftop- An homage to Bytejacker. It could take place on the roof that the show is always on, and then could switch to a bunch of free indie of the weeks from the show. That way recognition could be given to a bunch of games that don't warrant their own stage. It could even have the music and everything! It sounds like it would be a hard stage to make though.
Poppenkast stage
Ruins (Lugaru)- The ruins from Turner's home village. The tall stone tower might actually make for a very interesting vertical landscape.
Space Funeral
Hydorah
Limbo