Hello there, dear Reader!
Previous blogs:
Dev Diary - The Art of Dying #1: Movement Dev Diary - The Art of Dying #2: Attacking Dev Diary - The Art of Dying #3: Enemies Dev Diary - The Art of Dying #4: Editor
Click the picture for full scale!
It's done! I did it! I released my own little game!
The Art of Dying is a challenging retro platformer that I developed on my own in about 10 weeks. I made several development diary entries in the form of little video segments that you can find above, in my previous blogs. Each one focuses on one particular aspect of the game or design process and explains my view on them. And now, after a lot of hard work, it's over! I couldn't be more happy!
There's already a 20-minute Let's Play out by the wonderful Things We Play youtube channel. If you're interested in finding out how the game looks, feels and plays before you commit to a download, this might be your best option:
If you're interested in playing my game (it's free of course), go ahead and grab it HERE!
The game also features a build-in level editor so you can make your own levels and challenges with it and share them with other people! I even made an official website for people to put levels publicly!
Please let me know what you think!
Cheers,
NihiL
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Thanks for playing my game! I maybe should have emphasized that it's supposed to be very challenging, along the lines of Super Meat Boy - and then some. Having said that, if you take a look at the Let's Play I linked to, you can see that the player, having never played my game before, can do it pretty effortlessly in a couple of attempts. I've also had several of my beta testers share their screens with me on their first experience with the game and they could all do it within a reasonable time frame (<15 min)! It's not easy but it's certainly doable for most players!
As far as checkpoints are concerned, I totally see where you're coming from, but you need to consider that the levels each take 15-45 seconds to finish if you don't die. If you put checkpoints in that, it gets a bit ridiculous and can lead to people just trying to 'brute force' the level, run, die, respawn, run, die, respawn etc. without any tension, adrenaline or thought. I didn't want that, that's why there are no checkpoints in the game.
If you'd like an easier difficulty, there is a level editor you can access from the main menu, you can easily load in the levels that give you trouble and simplify them to your liking - and you can also make your own challenges that are geared more towards your skill if you like!
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