Saturday, 26 April 2008
Daedalus Done
So, that is that. Finished, I think. A nice little experiment to distract me while I played with a follow-the-mouse mechanic. A joy to play with, really, as the grammar and vocabulary of the game were already in existence.
Were I to imagine a 1990s box blurb:
Daedalus & Son is a platform game where soaring flight replaces stilted jumping, and keyboard bashing is replaced with graceful mouse movement. Control Icarus as he enters the Labyrinth of the Minotaur and try to keep his feathers from frying and his wax from melting as he is assaulted by unique enemies and caught in the traps and puzzles devised by his genius father.
- A new look at a familiar genre, where the platform is your enemy and not your friend.
- Enemies and hazards unique to the game, including the Medusa and the Roc.
- Autosave/Load.
- Hero or Mortal Difficulty, and ranking on completion.
- Novel and satisfying mouse flight control.
- 20+ Levels.
- Lean design -- no padding, no filler.
Development (including all the rough and ready pixel art) took 6 days of fiddling, in between teaching, writing, childcare, marking, and validating a new degree at a different university. Just as well they have plug sockets on trains so that I can make games on long journeys now rather than play them.
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