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Current Development Logs:
Devlog 1 - Introduction
Devlog 2 - Video Update & New Dungeon Tile
Devlog 3 - Props & Loot
Devlog 4 - Composer, Progression & Videos
Devlog 5 - 2D Art Overhaul Begins
Devlog 6 - Video, New Enemies, 50 levels!
Devlog 7 - Video, Stats & Accomplishments
Devlog 8 - Heavy Construction
Devlog 9 - Road to Beta
Devlog 10 - In-Game Shop & Menus
Devlog 11 - Services & UI Progress
Devlog 12 - Beta!
Devlog 13 - Frozen Area Preview
Devlog 14 - HUD Finalization
Devlog 15 - Gadget Area Preview
Devlog 16 - Magic Area Preview
Devlog 17 - "Free Running" Mode
Devlog 18 - Rank-Up & Perks
Devlog 19 - Full Soundtrack
Devlog 20 - Free Running Polish
Devlog 21 - Finishing Up
Devlog 22 - Last Additions
Devlog 23 - iOS Submission
Devlog 24 - Prize Codes
Devlog 25 - Making a Press Kit
Devlog 2 - Video Update & New Dungeon Tile:
As described in the summary, Swipey Rogue is a cross between mobile one touch control auto-runners and a top down grid based rogue like. I wanted to play a rogue-like dungeon crawler on my phone, but I wanted something fast and engaging like an arcade runner or flyer. From these desires Swipey Rogue was born!
While the target platform is definitely mobile devices, I intend to make PC/Mac/Linux builds as well. I enjoy small games that can be played in parallel with other desktop tasks in non-fullscreen windows. I this is a perfect companion game like that.
First Video Update:
OK, on with the update! Here is the first video update. I walk through how I create levels with the level editor tool that I wrote and play through one of the more difficult levels I've designed so far.
Introducing: The Lava Pit Trap
Here's a composite view of a level using the trap in the edit window on the left and also the top down gameplay view through the game camera on the right:
And here's a 3/4 view of the trap. It functions like a normal ground tile, except it opens periodically. If the player walks over it while it is not fully closed, they fall to their death in the lava, muhahaha.