Meawja is a 2D platform game where you will control a black cat, who is in his final way to become a ninja. You will slash and cut your way through 5 unique stages and sub-stages, all this with colorful retro graphics inspired in classic 8-bit games. It will be an arduous journey where the hero will face the Masters challenges to prove your worth.
Gameplay is based in old-school games where the player skills are tested every second. This way you will have to master the controls in order to keep advancing through the stages and defeat any enemy you encounter. Also, there are very few checkpoints, making everything even harder. You're in your way to become a ninja after all, so no shortcuts (maybe).
This game is the first big project from Galope Team, formed by two developers who are passionate about games.
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For more information about the project, please contact us by the following e-mail, we will be happy to reply:
More at www.meawja.com
For the third game stage, we present you the Crimson Woods, a place inhabited by animal spirits and the Crimson Tribe. Your next challenge in your ninja test will consist in defeating those spirits and reach the final master, Kellan, the Shaman Wolf. But in order to avoid lore spoilers, that master will not be shown during the development stage of this game.
Crimson Woods introduces a new mechanic, the Fire Shuriken. After defeating Zane you'll receive that new power up, allowing you to charge your shuriken (just hold the shuriken button) to give a lot of extra damage and set on fire some targets. In this map there will be thorned vines that you can burn with that power up, also making some enemies easier to kill.
The stage layout will add more routes for the player, as well as more platforms. This time we have tree branches so you'll be freer to move around the map instead of closed places like the last 2 stages. Still, there is an underground session, but brief. We also introduce a new mechanic with wind gusts, a work in progress.
Also, the enemies will have a unique behavior where they will come back after you defeat them. Since they are spirits, they can't be really "killed" and will respawn in a fair amount of time. This means you'll have an extra challenge to deal with them. There is a good variation on the enemies, one of them having a special (and simple) way to be defeated. Know them better below:
In this map we have a few enemies variation: the Whisp is a small soul who floats around the map, it does not attack but damages if touched. The Chameleon, who don't do much, but every time you approach it camouflages and can't be hit, but still damages you on contact. The Goat, a simple creature that moves around, with a color variation that appears after specific vines are burned and runs, it can't receive frontal damage since it is blocking with its horns. The Fox, a small spirit carrying a lantern who shoots fire in 3 directions, and finally the Jaguar, a big enemy who gives ranged and melee attacks. All of them can be defeated but come back after a while. Some of them are shown below:
And finally, there is the miniboss. It is a moose spirit with few attacks, but you need to be really aware of your surroundings. The first attack, the Stomp, releases a wave of spiritual fire that the player should avoid with the right timing. While the fight extends, wisps will be spawning around the map and, from time to time, the miniboss will cry and all the wisps will explode (they do not damage the player otherwise). It is still a Work in Progress. It does not move from its place, like the miniboss from Crystal Cave.
Once you defeat it, the path is clear to the next 2 substages and, finally, meet the last boss. Like I said before, to avoid spoilers, we will not show him yet.
Thank you for all the support!
In this article, we show the details about the Stage 02 boss development, covering the design and the fight basics, and a sneak peek on the third stage.
The development continues! With only the boss left, Stage 02 is almost complete. In this article we show more about the dev process of the miniboss and...
In this dev. log we will compare timing with the two different attacks that our hero can use, based on the feedback we received from players who tested...
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