In Anodyne, you explore and fight your way through nature, urban and abstract themed areas in the human Young's subconscious, evoked by a 16-bit-era visual style and a moody, dream-like soundtrack. The player moves between rooms 160x160 pixels in size, an intended constraint that we used to create the monster-filled dungeons you will navigate and the set of nature-based (and sometimes stranger) places you will explore. Anodyne is on Steam Greenlight, please vote for it.
I added Android phone support for my Zelda-like Anodyne, and also did a bunch of other things recently in development.
Posted by seagaia on Nov 9th, 2012
Anodyne's gonna be on Android phones!!!
Yep, I spent yesterday porting it. Thanks to Adobe AIR, this was only as difficult as it took to figure out how to do everything. I plan on making a formal blog post later on what I ended doing to solve it. We still need to add GUI sprites but it's working. This picture has placeholder art I've used to do the GUI, it will be replaced soon.
1. Now we can submit to the Indie Showcase at PAX East - they are only accepting mobile submissions from Indies this year. This means Anodyne has a chance of getting a few days over there in mid-March to meet a bunch of people! That would be reallys well.
2. We can eventually sell it for Android phones!
3. Playing it as a handheld is pretty awesome! I was laying in bed playing the first dungeon last night, it was a cool feeling.
In the past few weeks I've been working on the area design for a few areas. I've finished quite a few so progress is great. I've also been implementing cutscenes which is slightly less exciting for me (but exciting for you! they're short and to-the-point).
As always, don't forget to follow me on Twitter!
And also upvote for us on Steam Greenlight! And share with your friends!
Here's a picture of an area I'm working on in a near-final form. I'll leave this update at that!