Uncover your past in a chaotic city controlled by men and enforced by machines. Battle your way through armies of government enforcers, religious zealots, and corporate mercenaries to find the origin of your power.
Influenced by Shinobi, Rolling Thunder, Ninja Gaiden, Castlevania, and others. Gameplay is focused on close combat with an emphasis on timing and decision making. Two buttons and directional control with an attempt to keep the control and moveset as simple but flexible as possible.
Static single screens with scrolling transitions. It will make particular use of ZX Spectrum-style attribute clash to simulate atmospheric lighting and other effects. It will also stick as closely as possible to ZX Spectrum colour/attribute limitations (although not necessarily memory and CPU limits!).
Design doc [Complete]
Working prototype [In-progress]
I mostly post updates to Twitter (@helpcomputer0) but you can also follow at TIGSource.
A couple of weeks ago I started working on a new unnamed ninja-type game. I threw together some mockup images, and wrote up a cool story to go with it. I've put together a prototype in Construct 2 so now I can start to share my progress as I go along.
The main story is complete, and I've tried to document all the main mechanics of the game. The prototype allows the player to perform all the protagonist's moves, and this has allowed me filter out surplus moves or add new and interesting ones.
The images below show an early example of destroying light sources which will become useful in the game. Another image shows the jumping mechanics, and here I've tried to add a kind of "sticky" feel to initiating a jump, making it feel satisfying to pull off a string of simple moves.
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