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TIGSource ForumsCommunityDevLogsPhantasm - if Super Mario War & Super Meat Boy had a baby.
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Monster PVRTY
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« on: May 31, 2017, 11:25:29 PM »






***Latest betas here: https://gamejolt.com/games/phantasmrondoofrevenge/300533 & https://onjai.itch.io/phantasm

This current build is for Windows and is compatible with Xbox controllers (a controller is strongly recommended over the keyboard)

Some new stuff:



"Let's go punch some bats 'n ghosts! Phantasm: Rondo of Revenge is a 2D arcade action-platformer where you play as Buster, a blue serval cat, and go knock, sock, crash and bash your way through 8 worlds to get revenge on your sister, Rain. But it won't be easy... you'll have to learn the layout of each stage, and use it to your advantage to efficiently clear the waves of baddies."

Backstory behind the project - It all started in 2006 when I found this fangame online called "Super Mario War". I thought it was a cool game, and I liked the concept. If Super Mario Bros. 3 had a multiplayer death match mode, this would be it. The game came with a level editor, so I started playing around and making a whole bunch of levels (or maps, as we called them) and shared them with the community over at the game's forums. Several years go by and then the community slowly starts to dwindle away, at that point I've shared almost exactly 300 maps for the game. Finally when it became apparent that the game stopped receiving updates and all the other content creators left the forums, I followed suit. Although, my final days of making levels for the game were sad for me because I've gotten so attached to it and everyone involved in keeping it alive.

So fast forward to 2016, I started work on a game nicknamed "Servi" (Because the protagonist is a serval cat) as a homage for Super Mario War. It was supposed to be just a quick project, but then it developed into a not-so-quick one, sort of speak. And now here I am.

Inspiration - Super Mario War, and pretty much what a lot of other modern indie games take inspiration from; Mega Man, Castlevania, etc. Also, my biggest not-so obvious inspirations are Crash Bash and Gradius.

Music - Electronic, and made by me, I'm trying to keep it varied with multiple genres (Electro House, Dubstep, Chiptune, Trance, etc)

Goal - A lot of games in this niche seem to be multiplayer focused (Towerfall: Ascension, Samurai Gunn), so my main goal/challenge is to make a fun, finished game that doesn't need multiplayer (atleast, initially...)

Current state - Alpha. But a demo is well underway, I'm just trying to clean and tweak certain things before making it available.

Stay up to date (devlogs, updates, etc.) -
TIGS: This thread.
Gamejolt: https://gamejolt.com/games/phantasmrondoofrevenge/300533
Itch.io: https://onjai.itch.io/phantasm
Facebook: https://www.facebook.com/monsterpvrty/
Twitter: https://twitter.com/monsterpvrty
Instagram: https://www.instagram.com/monster.pvrty/
« Last Edit: January 13, 2018, 05:51:06 PM by Monster PVRTY » Logged


Phantasm: if Super Mario War & Super Meat Boy had a baby.
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« Reply #1 on: June 21, 2017, 09:36:22 PM »

Update.

So far I've been working on the camera system, power-up system, and scoring for classic mode (I'll come back to this).

Some Power-ups & Super Power-ups:



Viperini - it'll automatically shoot 10 pairs of projectiles to the left and right.
Super Viperini - it'll also shoot projectiles up and down.



Angelfruit - it'll summon a force field on the level that will kill enemies and their projectiles on contact.
Super Angelfruit - the forcefield will now stick to you, giving you invincibility from enemies.





Mysterious Egg - a familiar that will shoot exploding projectiles in 8 directions.
Super Mysterious Egg - It'll last twice as long as before.



Boomberry - it'll destroy all enemies on screen.
Super Boomberry - destroys all enemies that are on screen right now, and will randomly go off again later on.

Camera: There's now 3 cameras - 60% zoom, 75% zoom, and full screen.

Classic Mode: The main game mode that will appear during the single player campaign. The goal is to simply reach a score of 100, and you gain points by killing enemies and collecting gems. Killing enemies in trickier ways will nab you more points. For example, knocking a bat into a wall isn't worth much. But punching an enemy projectile and having the explosion kill enemies within the small radius will be worth a lot. speaking of enemies...

Enemies:



These are the 3 common enemies, their appearance and ai behavior will change throughout the game.

Vambees - Vampire bats. The easiest of the trio to deal with, being that they're the most predictable. They'll just outright chase you.

Wisp - Ghostly balls of fire. In general, they're tougher to deal with because they have more than 1 phase. Punching them directly will activate their 2nd phase, in which they'll shoot projectiles at you. It's usually a good idea to knock a Vambee into this enemy, as that'll kill it outright.

Chomp - The mediator, for lack of a better word. They exist purely to keep the game balanced. For example, if the Vambees or Wisps of the stage are slow and easy, then the chomp will come after you, while also going through walls. But if the Vambees and Wisps of the stage are a bit tough, the chomps will turn them into destroyable brick blocks. Also, you can't directly attack them. You'll have to hit it with knockback, an explosion, or a power-up.

Video of current build:


« Last Edit: June 21, 2017, 09:51:04 PM by Monster PVRTY » Logged


Phantasm: if Super Mario War & Super Meat Boy had a baby.
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« Reply #2 on: June 22, 2017, 01:02:33 AM »

I really love the music and the general gameplay! Super excited to see where this goes. The blocky graphics really remind me of some of the NES bootleg games I used to play.
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« Reply #3 on: June 22, 2017, 11:32:42 AM »

I really love the music and the general gameplay! Super excited to see where this goes. The blocky graphics really remind me of some of the NES bootleg games I used to play.

Thanks! I wasn't sure if I should reveal any of the music this soon or if I should've waited later on.
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« Reply #4 on: December 05, 2017, 09:17:49 PM »

Update:

A few things that were added:
- A new uppercut attack - Great for hitting incoming aerial projectiles and enemies, as long as they aren't directly above you.
- A new down-attack - Summons 2 mallets to hit whatever is on the left and right side of you. Better range than the standard attack, but leaves you vulnerable to whatever hazard is directly above you.
- A new maneuver, quick drop - While in the air, use this move to fall down quicker.
- Added more sound and visual effects.
- Slightly tweaked duration on some of the power ups.

Here's 3 videos of gameplay:









https://www.youtube.com/watch?v=1o8s-OaR5V0

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« Reply #5 on: December 09, 2017, 03:15:46 PM »

Just released the first beta, and here's the trailer for it:





It can be downloaded from either link below:

https://gamejolt.com/games/phantasmrondoofrevenge/300533
https://onjai.itch.io/phantasm

*This current build is for Windows and is compatible with Xbox controllers (a controller is strongly recommended over the keyboard)

Any feedback or any found glitches/oddities would be appreciated.
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« Reply #6 on: January 13, 2018, 05:48:35 PM »

Added 2 new modes: Ballistix and Balloon Party.


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