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Project Seele is a fast-action Metroidvania game set in a Dark Gothic world. Cut down your enemies - they're big, but your sword is bigger! Project Seele is a 2D side-scrolling fightign game, structured in a big open world, ready for exploration. The goal of the player is to "kill" the Tower, which is actually a living being.

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Art of Seele

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We were working on Kaboom-Monsters, when our graphic artist joined the team.

We thought about creating a little mobile game with in-app purchases, but still easy to develop, and to finish in a very short time. We had several ideas, one in especially came from a level of an old Mickey Mouse game for Ps 1 where the player had to descend a tower avoiding obstacles.


We thought about recreating this scenario but with a different mood: a medieval knight that has to ascend a gothic tower while killing demons and monsters.

We started doing some sketches of the knight’s armor, without even thinking about the art style of the game. We looked at the sketches and thought: “why not try to do an animation sequence with this sketches?”


We drew some of the basic movements of the character, like the running, jumping, and some attacks, using a sequence of images of the entire knight. Just like a cartoon.


By the result it was clear for us that we were going to use the hand drawn art style, but we did then change the animation style because of some technical issues. What we came up with, looking at how games with similar mechanics work, was to divide the character in different parts (head, torso, arms, ecc.)
That allowed us to create a similar effect, drawing several frames for every single part and then animated as whole.
Doing so we reduced drastically the number of drawings that were needed and increased the quality.

By that stage the project has grown incredibly, we decided to implement a platform gameplay, and to build different levels that are connected by one giant map where the player can walk though back and forth.

The game concept was growing too big to being developed as a side project, so we decided to wait with the development until Kaboom-Monsters was released, to allow us then to focus entirely on project Seele.

Gameplay Mechanics and Level Design!

Gameplay Mechanics and Level Design!

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Finally we have organize all of your request, doubts and feedback! So now we know exactly what you want to know… Gameplay Mechanics and Level Design!

Abilities in Project Seele

Abilities in Project Seele

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A little preview of the abilities in Project Seele.

Comments  (0 - 10 of 12)
KonaTek
KonaTek

judging from the game title, ithought this was NGE game XD

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zelwen Creator
zelwen

"Seele" means "Soul" in german :)

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KonaTek
KonaTek

Wiki.evageeks.org

this is why i thought it was NGE :P

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WildMint
WildMint

damn i love this game already

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zelwen Creator
zelwen

To know that we are going in the right direction is very important to us! Thank You :)

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raeldrikp
raeldrikp

This art looks brilliant

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zelwen Creator
zelwen

Thank you. Our artists have really appreciated :)

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R2Kest
R2Kest

"structured in a big open world" ... How open are we speaking here of, because it is a 2D sidescrolling fighting game. I don't see that it's all that open and full of exploration, but I might be wrong. Just interested.
Otherwise the art looks neat [ ' u ']

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YvesHohler Creator
YvesHohler

This is a very good point! With open world we mean a world that is really good connected in his different parts. Allowing the player to easy backtracking and overall the World should feel real and credible.
"Big" is the dimension of the structures that help to let the player fell little and lonely:)

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R2Kest
R2Kest

Will it be packing also some music that helps to emerce the feeling of loneliness? Or is the audio still a To Be Tought About kind-of thing?
And I'm definitely looking forward to exploring the connections :D

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Project Seele
Platforms
Windows
Developer
Broken Arms Games
Engine
Unity
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Adventure
Theme
Fantasy
Players
Single Player
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Indie
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