Hello there,
I've got a little game engine for a Chu Chu Rocket type game, but the problem at the moment is levels. I remember the GBA version of the original Chu Chu Rocket came with about a gazillion levels made by the Dreamcast owners of the game, and figured that it would be great if I could release this (alongside a story campaign) with a decent set.
The project is called
Noah's Express and in some ways it plays exactly like Chu Chu Rocket, and in some ways it completely doesn't. The aim is to guide the train from one side to the other, whilst avoiding the 'moles' and 'holes' and, if possible, pick up some passengers on the way for extra reward.
After seeing the awesome work on the Level Design Workshop thing, I thought it'd be good practice as well for any puzzle peeps to get their level designing hats on.
Some notes:
- The movement should be exactly the same on every run, even at double speed (if you right click the 'traffic light' whilst running)
- The game will save whether the level is completable or not (you have to test the level and complete it to change the flag to green).
- The devil enemies are not implemented yet, and I'm still considering what extra 'talents' they will have. For the moment, just use the moles.
- You can amend both the start and end positions of the level.
- Both moles and the train can fall down the holes
- There is only aesthetic differences between the animals, and also water/hole, and the four block graphics.
- At the bottom of the screen are options to change the length of the carriage and the number of arrows the player is allowed to use.
- Indestructible arrows can also be placed.
Anyhow, hope I can get some people up to do this. Because its the levels that make a game. I've included a few of varying difficulty in the zip to get you going. Also, suggestions for the editor and game in general are welcome.
Oh! Forgot to mention, you can post your levels here, or PM me, or e-mail me (jimbobriley (at) gmail (dot) com), or screenshot it, or draw it on coloured paper, on a postcard, on #tigirc if I'm around, on the moon in laser writing, whichever...
Kudos to Adamski for the graphics, even though he insists on making them even better