This is the Pre-Alpha version of my game Rush to Adventure. It is an action adventure heavily inspired by old 8-bit NES games like Zelda, Mario, Mega Man and Kid Icarus. It has a non-linear world map system where you explore the island, talk to people, buy stuff etc. The levels are sidescrolling platform action. Kill the monsters and collect the coins. Level up and buy stuff. At the end of each level you will be scored and ranked for your performance.
Not including a 3 month break I have been working on this on and off for 15 months. It is very polished at this stage, containing 4 map screens and 7 levels. The game is planned to be released in 2014 for OUYA, Android, iOS, Windows and MacOS. This game started as a mobile game and plays very well on touch screens.
When playing on OUYA: There's no overscan compensation in this
version. There's also some problems with FPS drops if you run it in
1080p. Both problems should be solved in the next version.
PC controls: Arrows - navigate, move and jump Space - attack and confirm Enter - jump and confirm Ctrl - back Esc - menu and back
You can play the game with a 360 controller. No support for the d-pad in this version. Make sure your controller is plugged in before starting the game.
Both download links have now been updated. The new versions have 3 bugfixes:
1. The Broad Sword is now properly read from the save file. Previously it would disappear from the inventory after restarting the game. If it's equipped you can still use it but it can no longer be selected. If you have bought it already you need to delete the save file (from the options menu) and start the game over.
2. On Insane, you can now attack immediately when the hero turns unexhausted.
3. If you hit menu when you land into water etc. and exit back to the World Map. The game no longer transports you to where you were last time when playing the level again.
Some feedback would be much appreciated. I thought I would have some by now. Especially during the weekend. I have had some very positive feedback in other forums. Ayrik, did you try the game?
Now I'm off to try to S-rank every level on Insane! I think it's doable but I haven't had the time to do it yet :)
Downloading for OUYA right now. I have some time tonight, so hopefully I can even give you some feedback.
EDIT - I got to play it for a bit and here's my feedback.
- The game didn't show up in the Play screen. This is a simple value you need to add to your AndroidManifest under <intent-filter>: "<category android:name="tv.ouya.intent.category.GAME" />"
- I loved the art style and the music of the overworld, it really brought me back to the days of Act Raiser. The side-scrolling view needs a lot of work though.
- Please make the cursor in the overworld be my character. The grid thing just detaches me from it all, and seeing my character there would probably make me care about my character a bit more. The mechanic can function exactly the same way, but with a little bit of a delay for the movement of the character instead of instant.
- I liked the way the game progression felt.
- The enemies need to bounce back as you hit them, or at least pause for a second, reset their action, or similar.
Overall, I enjoyed the game. It's definitely something I would play on my phone, but didn't seem deep enough to interest me for too long on the TV.
1. I though all side loaded apps ended up in the Make section. I believe
this is out of my hands, full OUYA support for the engine I'm using is
coming later this year. I'll make sure they are aware of this situation
though.
2. I have some ideas for improving the visuals of the
levels. You are not the only one requesting this. The original Act
Raiser was a great game :)
3. There will definitely be an animated character for the world map in a future update.
4. Thanks :)
5.
This is a design choice. Not uncommon in older games I believe. I think
changing this would make the game too easy and mess with the gameplay
too much.
I should say that I've seen the movie for your game. It's really not my type of game so I can't give you any useful feedback. I have tried games like Torchlight, Bard's Tale etc, but not bought them.
Actually my game is mostly like Illusion of Gaia or Zelda, but does take pieces from many other great games. This forum doesn't let you edit your original post after a while though, so I can't rephrase it easily.
I feel that designing something around a bad mechanic for nostalgia is a mistake. You can make the game more difficult in other ways, like ai states or other patterns, etc. It doesn't have to be much, but it seems crazy that an enemy is charging you and you hit it and it keeps charging you. But, it's your game, and it's pretty good so far. Good luck.
"I feel that designing something around a bad mechanic for nostalgia is a mistake"
I
don't see it as a bad mechanic. This game is not about charging in. The
enemies doesn't get nkocked back, but you do. So you are at a
disadvantage and have to outmaneuver your enemies. Good timing,
attacking from behind etc are required tactics. This leads to some very
interesting moves, sometimes involving platform jumping, just to get
away.
Comments
1. The Broad Sword is now properly read from the save file. Previously it would disappear from the inventory after restarting the game. If it's equipped you can still use it but it can no longer be selected. If you have bought it already you need to delete the save file (from the options menu) and start the game over.
2. On Insane, you can now attack immediately when the hero turns unexhausted.
3. If you hit menu when you land into water etc. and exit back to the World Map. The game no longer transports you to where you were last time when playing the level again.
Some feedback would be much appreciated. I thought I would have some by now. Especially during the weekend. I have had some very positive feedback in other forums. Ayrik, did you try the game?
Now I'm off to try to S-rank every level on Insane! I think it's doable but I haven't had the time to do it yet :)
2. I have some ideas for improving the visuals of the levels. You are not the only one requesting this. The original Act Raiser was a great game :)
3. There will definitely be an animated character for the world map in a future update.
4. Thanks :)
5. This is a design choice. Not uncommon in older games I believe. I think changing this would make the game too easy and mess with the gameplay too much.
Thank you for your feedback :)
I feel that designing something around a bad mechanic for nostalgia is a mistake. You can make the game more difficult in other ways, like ai states or other patterns, etc. It doesn't have to be much, but it seems crazy that an enemy is charging you and you hit it and it keeps charging you. But, it's your game, and it's pretty good so far. Good luck.
I don't see it as a bad mechanic. This game is not about charging in. The enemies doesn't get nkocked back, but you do. So you are at a disadvantage and have to outmaneuver your enemies. Good timing, attacking from behind etc are required tactics. This leads to some very interesting moves, sometimes involving platform jumping, just to get away.
https://www.youtube.com/watch?v=oW40Krs7IYk
I also have a dev diary up on my website:
http://devlog.digitalawakening.se/