Description
Consider this a "pre-alpha" release. The basic game play mechanics are present, but there are some rough edges and incomplete or missing features.
By releasing this demo, I'm really hoping to get feedback on the basic controls. Do you notice any bugs? Is there anything about the interface that feels frustrating? Is the game hard for the wrong reasons? Please share your opinions! :) Once I get the basics smoothed out, I can start filling in the missing details.
Game development thread:
http://community.stencyl.com/index. php/topic,32648.msg186368.html
Instructions:
You are Marika, an imprisoned thief who has yet to find a story. Your goal is to exit the dungeon--but there is a secret lurking in its depths.
Holding the LEFT or RIGHT arrow keys will make Marika start running. She'll budge just a bit, then stop, if you hold down shift. (You can also quickly release the arrow keys).
Use the Z key to jump. She'll jump farther if you jump while running, but make sure you jump before you run off the edge of a platform!
To climb up a ledge, move under it and hold down the UP key. You can also climb down by holding DOWN.
If you hold down the UP key while Marika is falling, she'll attempt to catch a ledge. Be careful, though! She won't be able to hang onto the ledge if she's falling too fast.
The C key performs basic actions (pressing levers, picking up items, etc.).
In this demo, you start with the bow and arrow weapon. Press B to draw it. Use UP/DOWN to aim, and hold LEFT/RIGHT to draw back the arrow. Release to fire.
Marika starts with 20 HP, and will take damage if attacked or falls from too great of a height. Landing in spikes or falling from more than two floors will lead to instant death.
You can save your game state at any time by pressing '9', as long as you are standing still. When you die, you will be restored to the position you last saved at.
WARNING: Save states are cleared when the page is reloaded.
Finally, press M to mute the sounds, and P to pause.
Some hints:
- Use the "budge" movement to line up with edges to climb
- With a running start, you can clear about three tiles' width. If you time the jump well, you can clear four.
2 Comments
It's been a while since I've looked at the code for this game, but I do remember writing the ledge climb mechanic being a real struggle and never working quite like I wanted. With the benefit of knowing more about Box2D than I did when I wrote this (2014), I could smooth out a lot of the controls. But I've since moved on to other projects... including the isometric version of this game. I don't know if I'll come back to this one or not.
0
The sashay turn mechanic is super slow, and the auto-lining-up of the ledge climb mechanic looks/feels clunky. It would be cool to have a jump-ledge-grab mechanic instead, where at any point in the arc of Marika's jump she could register the ledge proximity and transition to a grab. Not sure if you'd want it to auto-climb, or to make the player trigger the climb with a button. I tend to prefer maximum control, so a button would be better, but for slower touchscreen adventure style games the auto-register method works fine.
0
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