Infinite Dreams 2 is a sequel to my first publicly released game.
http://www.kongregate.com/games/dpuc/infinite-dreamsThe main idea behind the game is to keep it simple and straightforward. It's all about platforming and beating the level and its obstacles - falling spikes, ground spikes, crushers, flying blades, running away from moving spikes wall, etc.
The first one was going on in dreams, where player simply had to reach the end of the levels and eventually game, realizing it was nothing but a nightmare.
The second one is going to have a real storyline (something simple, really, nothing fancy) and the player will have to escape from the dungeon, before being executed (when waking up from the first one, you realize you're actually a captive in some fort or whatever, something along these lines).
The first one was quite simple, gameplay and graphics wise, so I really try to spice things up a bit.
For starters, I updated the original graphics to this:
But I wasn't really happy with it, so I changed it again, to what seems to be the final art direction I'll go with:
Second one kinda fits my art skills, as I'm really sucky when it comes to graphics, so I can't go into details like I tried on first screenshot.
This is what it looks like in motion:
So I'll try update this topic as I go with development.
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Currently I'm still in a transition mode from tile based levels to more of a "organic" level structure. I've built levels from tiles in previous versions of the engine, but now I more or less place objects for collision and cosmetic stuff and then draw the level in image editing tools, which looks a lot better in my opinion. This also means I'll have to abandon level editor and level sharing idea (increased replayability) I had, but hey, can't have everything.
I'm also trying to implement some sorts of jumping that would support longer and shorter jumps (but not HIGHER), explained here:
It would be like in Prince of Persia where you can jump from standing position or jump longer after running, but not change the height of the jump too much. I'm trying to go for a realistic approach here, so jumping higher, thus making jumps longer, doesn't really apply here.