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A fast-paced 2D platformer game. In Development.

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Weekly Dev Report #12



This week's report will be all about the enemy. How conceptually came to mind and the importance of having such ingredient that adds a new layer of challenge to the game but still maintaining a fast-paced gameplay.

As the idea of having an enemy was one of the first things thought out since the beginning, its concretization became to be one of the last to be worked. Mainly due to the fact that this is a academic project and we used other course to conceptualize it.

enemybg1 enemybg2

Different colour backgrounds to simulate the in-game aesthetic

There were a set of important pointers that was passed to the artist in order to have an enemy that would fit both in-game and narrative:

  • An enemy that can have various look a likes (for repeatability)
  • Is a mercenary
  • Eminent danger
  • Melee weapon
  • Heavier than the player
  • Can be placed in a urban environment, albeit having out of the box features

Also with these in mind, the sprite model was created

enemy sprite

Where the chainsaw is the main focus so the player has a visual feedback of the danger that lies ahead.

enemy ingame

player vs enemy comparison

enemy ingame2

The level environment including them

In-game the enemy has to be a strong visual queue so the player can easily access the danger it represents and act accordingly to avoid touching enemy and being killed.

In general we are proud of how the enemy came to be because it differs a lot from the player character. In-game both are different in appearance and behaviour as one looks more like a ninja and is fast, while the other looks like a heavy street goon.

Apart from the enemy it was created an Main Menu, and although it is not finished yet. It allows us to have a better visual understanding of how the game will be.

main menu

It is all for this week,
Hope to see you next time.

Zapowa Games team!

Weekly Dev Report #11

Weekly Dev Report #11


The final name for the game has been decided. The logo and what it represents. And some props to make platforms more appealing.

Weekly Dev Report #10

Weekly Dev Report #10


A Development Milestone reached. In-Game gameplay clip. And some Animations of the playable character.

Weekly Dev Report #9

Weekly Dev Report #9


This week will be talking about level design ingredients. As well as their types and why they were chosen.

Weekly Dev Report #8

Weekly Dev Report #8


The UX prototype is being developed. And how the game characteristcs shape the UX.


Hi is this stealth game?

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Looking good!

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Zapowa Games
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Latest tweets from @zapowa

RT @WitchCatGames: Howdy friends! Sparkles This week has been a bit slow but we are going to show you all some gameplay from the alpha… T.co

Jun 6 2021

RT @BonuzStudio: Greeting´s visitors. For this week we have for you some logo studies. There were some elements on the previous one… T.co

Jun 6 2021

RT @NabiaGames: Hello everyone ! Our game has a new name and logo ! Check the complete process in Indiedb.com #gamesT.co

Jun 6 2021

RT @buttergstudio: Hi guys!! • Exciting news! Today we present the final logo for the Mars Blitz! Let us know in the comments what you… T.co

Jun 6 2021

Out with the old.. #Z1Project In with the new... #Acekour is the definitive name for the game! Go check this… T.co

Jun 4 2021

#Weekly #Dev #Report #10 is out We talk about the end of a development stage, main character animations, and VFXs 👉… T.co

May 28 2021

We are still alive and well guys! And the team is working hard! 💪 Here is some proof 🎮🥰 #Acekour ..uh ups.. I mean… T.co

May 28 2021

RT @skelborne: Hello everyone! We have some concept art for the swamp scenario and its surroundings! We are currently working on… T.co

Apr 20 2021



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