Latest Build: 0.04 | Download (Direct Link: 4.52MB)
Innoquous 4 is the sequel to July 2009's Innoquous 3, and the fourth in the Innoquous series. It will comprise of 75 levels, with five (possibly six if I can think one up) distinct game modes, along with a level editor, speedrun modes and more. It primarily focuses on a twist on the usual puzzle-platforming genre - arrows scattered around levels will switch the direction of the game's gravity. Here's the planned featureset (green = done):
- 75 Levels (60 from Innoquous 1 through 3, some with major edits for variety, 15 new)
- Standard Mode (just get to the finish!)
- Conditional Mode (complete each level meeting a unique given criterion - most will be different if the levels were in Innoquous 3)
- Electric Floors Mode (like Fiery Floors from I3)
- Time Limit Mode (complete the level within a usually-tight time limit)
- Treasure Hunt Mode (find a hidden or hard-to-get treasure, perhaps a bunny to go with the recurring theme since I2, and perhaps then needing to finish the level too)
- Speedrun Modes: five 15-level blocks or all 75 in one go
- Level Creator (make your own levels)
- Online Website (create your account, then upload stats for world ranking, levels for sharing/rating/etc with other players)
- Menu system (I have things in mind, not 100% yet. Will likely have a mock version beforehand)
- Music (Plan: grab my favourite tracks I've used from my past games in a "retrospective" theme)
- More SFX than previous games
- Graphical toggles for weaker or stronger systems
- .ini based saving (with encryption or otherwise protected) so save data is retained after updates are made - once saving is implemented, progress made in alpha versions will be carriable over to the full game
- Colourisation of graphics and/or colour variety between levels
If you give the game a go and have a little time to spare to give some feedback, it'd be greatly appreciated. What I'm mainly looking for in terms of answers would be:
- How fast does the game run (should be 60FPS) - slow/normal?
- Does the engine feel right (tweaked from I3 to make the game faster and more fluid)
- Opinions on levels, or ideas for some?
- Thoughts on the level order, and difficulty curve in general? (note this isn't meant to be a wildly hard game, but it should get tricky towards the end only)
- Other general feedback
Progress on the game is a little slow, but I'm trundling on with it and the past few days has seen a spike in my activity in making it. I really want it to be worth the effort, which is why your feedback is important to me. Thank-you!
I'll keep this topic as up-to-date as I can, particularly the feature list, with semi-regular builds whenever I have a decent amount done. I'll also endeavour to get file saving and a basic menu system in as soon as I can.
0.04 (Public) Screenshot
0.03 (Private) Screenshots
0.02 (Private) Screenshot for old time's sake
Edited by NAL, 13 May 2011 - 08:04 PM.