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In LifeCycle: The Underneath the player takes control of a recently hatched creature that needs to eat. It begins its journey through a vibrant underground world full of marvellous creatures and natural wonders. Like many creatures in its world the player collects food which enable it to grow, develop and gain new abilities. In its underground world there factions, leaders and bosses that are fought, traded with, deceived and worshipped in order for you to gain access to more food and move on. There are 5 distinct areas to traverse: The Cavern, The Centre, The Sewers, The Landfill Site and The Dark. A grandiose boss fight against the Darkness Personified leads to an escape route and the passage to freedom.

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This is an introduction to the game LifeCycle: The Underneath. LifeCycle is our first game and we are using the Construct 2 game engine. The game is set in an underground world of 5 distinct areas and you take on the role of a newly hatched creature.

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We would like to introduce LifeCycle: The Underneath. LifeCycle is our first game and we are using
the Construct 2 game engine. The game is set in an underground world of 5 distinct areas and you take on the role of a newly hatched creature.

The aim of the game is to guide the creature to adulthood. The game is not a simulator. Nor are any of the creatures in the game found in the fossil record, although they are based on creatures that are. The creatures are arranged into factions that are either aligned to other factions, are neutral or feuding with one another. The player will receive missions of a sort from some of the creatures it comes across. For example, a vine beast gives you mission to kill a giant spider. You attempt to kill the giant spider but it is too powerful and in turn sends you on an errand to kill one of its young it has a grudge with. You do this and collect a part of its anatomy which the giant spider implies is extremely poisonous to the vine beast. When the vine beast eats said part of the spider’s anatomy it shrivels up and dies opening a new area. Side quests are made up in a similar fashion and will lead to further exploration or advances in health and abilities.

LifeCycle is more akin to the Zelda model of game play with elements from RPG’s and adventure games with an emphasis on exploration and combat. The creature will ‘Level up’ in the sense that as it feeds it grows in size, it gains more health and new abilities which, in turn, let the creature access and traverse new situations and areas.

Not wanting to cite obvious similarities but... It might be quite difficult and you might die a lot... We have however introduced a generous re-spawn system that should help with cry babies. Oh, and what you kill stays dead. We’re toying with the idea of leaving the rotting carcasses in place and having them slowly degrade to crops of mushrooms which may or may not affects the player and it’s abilities for a shortened time.

video footage: Youtube.com

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thejamesanderson
thejamesanderson - - 212 comments

Love the idea of the corpses hanging around. It's always great visually when games do that!

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