Dive into this isolate world! Be quick to elude the malicious patrolling units, whilst you look for the missing parts to an escape craft. Can you find them all?
Working on improving our game experience before our London Show. Main tasks:
- begin implementing narrative
- improve, optimise or change the AI
- elaborate the rail-surfing mechanic
- add particle effects as visual queues
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BA Games Design and Art Graduate Exhibition 2021:
Private: Thursday 20 July 6-9pm
Open to public: Friday 21 July 11-9pm
Location: Hoxton Arches, London
Learn more about our game by watching the making of!
https://t.co/FSQkkoIMU9
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Thank you to everyone that managed to make it to the WSA summer degree show! The arcade was great and we learned a lot from watching everyone play our game! ๐ We look forward to improving our game before our London Show in July! More info soon.
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4/4
Just as with the first two mechanics, we are asking questions to make sure we choose the optimal one to ameliorate our game experience. We are worried this one may be a bit choppy / awkward. Let us know what you think.
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3/4
Similarly to Hover, Double Jump is dynamic and leaves the player in control. Is it too easy? Does it fit in our setting though? Does it feel right? Is it plausible in relation to our narrative? Does it look smooth? Let us know what you think!
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2/4
Hover makes it easy to overcome any obstacle without need for precision or timing. This forgiving mechanic eliminates frustration from the experience. The challenge is to not make the game too easy by constraining the mechanic for balance.
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1/4
Thanks everyone who voted on the previous post! The following 3 posts will showcase each of the mechanics mentioned. Hover, Multi-Jump and Wall Bounce. Let us know which you think looks best. This first one is the original CLIMB.
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Right now jumping, climbing, and general movement around the city is too choppy. Here are some alternative solutions we came up with. Which would you choose? (poll on next tweet)
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