A 2.5D side-scrolling puzzle game about overcoming even the darkest days. Find help in a dreamlike world as you struggle to fight back against the ruling forces of evil.

Post news Report RSS Revisiting Old Features With New Assets

Showing some of the old stuff and how it looks using the stuff we have today. It really shows how far the game has come.

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Wow what a week. It has been seriously non-stop work for all of us. But it's worth it. The progress we've been making lately has been really encouraging, as too have been the kind words from those who've taken the time to look at what we're doing.

We've mostly been working on squashing some bugs this week, and more than a few of those have been related to the fairy- so much so that I'm almost willing to redesign her as a bug. Maybe a butterfly?

But we've also been working on getting some old features back into our main demo level. Features that I'm sure some of you who have been with us since near the beginning will surely recognize. For starters, we've got clouds, rain, and the associated Skullhound death. For comparison sake, here's a look at the gif you might have seen a long time ago versus how it looks today:

You also might remember another old feature. The fairy friend serves a few important purposes in the game, and one of those is that she is able to carry inaccessible items closer to the player. A very, very long time ago, we posted a video of this mechanic. Let's take a look at that video!

Whew. We've come a long way. Here's how it looks today.


Obviously there's still some stuff missing from both of these. The enemy needs some kind of "OH CRAP IM DYING" animation, while the fairy needs to have some kind of magical effect to explain why she can lift this GIGANTIC rock so effortlessly.

But those things are coming, and pretty soon. Stay with us.

Also, today I died 9 times playing my own game. On a single obstacle. Is that too much? Is the obstacle too hard?

Comments
BrightenTompkins
BrightenTompkins

"Also, today I died 9 times playing my own game. On a single obstacle. Is that too much? Is the obstacle too hard?"

If it's at the start of the level then yes, sometimes it's nice to start off with some easy things to do before getting into the rough stuff, it would make it less tedious on the player - which you always want, because a tedious game is one many people will quit on, but if it's fun 'then' becomes tedious, that makes just it all the more better.

On a side note, it really lifted my spirits to see that fairy moving around as the mouse cursor, I'm glad my idea has inspired you to do this, it's really amazing to be able to support you and aid you in development :>

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Decade_Design Author
Decade_Design

It's a bit later in the level. It's a little hard, but I think it's more just about finding the trick, which might take a couple of tries. I also gave the player the opportunity to set up a checkpoint just before reaching that location, so hopefully it makes a difference.

And yeah! It was a great idea! I'm actually embarrassed it wasn't what we did initially, ha!

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Sprout's Tale
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Decade Design
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Unity
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