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Meadow


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#1 TDWP_FTW

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Posted 18 April 2012 - 10:11 PM

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Introduction:

Meadow is a fast-paced "puzzle" platformer with an emphasis on quick reflexes and obstacle-avoiding. Inspired by games such as Canabalt and Super QuickHook, the gameplay revolves around reaching the end of a level, while keeping up with the camera, and avoiding obstacles.

You play as a pig who has escaped a farm and is seeking to live a new life in The Meadow. Travel through 10 different biomes until you get to your new home. On the way, collect gems and other goodies to buy new items, turbo trails, and much more!

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Download:


Controls:

  • Space - Jump
  • Shift - Turbo
  • Enter - Confirm/Select
  • Up/Down Keys - Switch between turbo trails
  • R - Restart level (Only in demo)

Credits:


Final Words:

The current demo only features one level, however, I plan on adding at least 2 more levels before I release one final demo before the game is complete.

Edited by Yagibabla, 21 April 2012 - 08:17 PM.

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#2 JAk HAk

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Posted 18 April 2012 - 10:25 PM

You would have to add a lot more to it. The polish so far is at a good level, but the actual game content is lacking.
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#3 TDWP_FTW

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Posted 18 April 2012 - 10:29 PM

You would have to add a lot more to it. The polish so far is at a good level, but the actual game content is lacking.

Well yes, of course. Like I said at the bottom of the OP, this is merely a tech demo for now. I just want some opinions of the aesthetics, quality, and whether or not you think people would buy it if it was a commercial (Pay-what-you-want) game.
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#4 JAk HAk

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Posted 19 April 2012 - 12:03 AM

Yeah, but I can't tell from this whether I would want to buy it or not. There's not enough to it yet to determine whether it will be entertaining. The one level so far is not entertaining, and I lost four or five times before being able to get the turbo jump done right. If that's any indication, then I won't be entertained by the finished product, but I figured it wasn't a conclusive indication.

The art, polish and overall production level are adequate for a commercial product, but the game mechanics and level design are losing the sale for me right now.
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#5 TDWP_FTW

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Posted 19 April 2012 - 12:14 AM

-snip-

Yeah, I was mainly wondering if it's suitable for a commercial games in terms of the art/presentation. I've improved jumping since I released this demo, so it doesn't feel sluggish anymore.

I've also adding a "brake" feature, where you can slow down by holding X if you don't have any turbo. This will come in handy in certain levels with branching paths, or obstacles that you need to wait before passing. There are also Clock power-ups I've added that slow the camera a bit. There will only be 1 in most levels, although some will have 2, depending on the difficulty/length. Some may have none though, to keep it challenging.

As for level design/replayability, it's not going to be as lacking as it is in the tech demo. This was just to give players some kind of idea of what it'll be like in terms of gameplay (Although actual levels will be much more fun, and designed better) and presention/visuals.
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#6 TDWP_FTW

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Posted 21 April 2012 - 08:18 PM

Alright, I've updated the demo, and it now contains the first completed level. I plan on adding at least 2 more full levels before the demo is complete, and after that, I won't release any more demos until the game is finished. Of course, I'll release some screenshots and teasers and whatnot, but no actual demos.

Also, I've changed the controls around, to better suit casual players who aren't used to "emulator controls" (Z and X), and jump is now Space, and turbo is now Shift.

BTW, every gem in the first level IS possible to get in one run, but it might be a bit challenging at first. It took me like 15 tries before I could get them all in one run.

Gems will typically be challenging to get for the most part (In every level), however, the level itself may be somewhat simplistic. Of course, I'll have levels that have challenging item placement, as well as challenging level design.

Edited by Yagibabla, 21 April 2012 - 08:21 PM.

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