Seeders - puzzle platformer [demo available]

Since the first image is used to present the game, I’ll update this post with the latest graphics. To see the rest, scroll down the page :slight_smile:


http://bigosaur.com/assets/img/seeders.png


Starting this year I wanted to develop some applications for iPhone and iPad, so I got a Mac Mini. My other computers are 7+ years old, so I couldn’t run any recent games. Over the years I accumulated games via Humble Indie Bundles and I finally got to play them. I’m very impressed with Braid, VVVVVV and Limbo.

A few days ago I realized that I wanted to play more puzzle platformers like those, but there aren’t many around. So I decided to build one. The idea is to take from each game the element I like:

  • Braid: briliant puzzles
  • VVVVVV: old school graphics
  • Limbo: continuous camera, puzzles with box2D physics and scripted enemies

The main gripe I have with all of those games is that they were too short (ok, Braid maybe not so, because puzzles were hard). I plan to make A LOT of levels in my game AND I will make a level editor with “cloud save”, so you’ll be able to upload and share levels on game’s website. Other players will be able download and rate the levels. If players really start contributing a lot of levels, I’ll pick the best ones, pack them together to continue the main games story in a nice way and release as DLC package.

Because of this, editing levels should be fun. My plan is to mix editing and play mode, so you can play the level as you edit it. Just drag the player, walls, boxes around. You will be able to freeze the enemies and such, but editing should be as fun as playing.

Also, my kids are begging me for multiplayer mode, so it might have separate local co-op puzzles for 2-3 players. Joystick/Controller support is also a must as I plan this to run on desktop computers (Windows, Linux, Mac).

Is there any download to play? The idea sounds nice.

Not yet. I’m hooking up Box2D now and creating a level editor first.

Currently, it’s all “press keyboard button X to do something” without that “something” even showing up on the screen.

I’ll try to at least post a demo video soon…

Here’s a demo video of the level editor, so you get the idea (it’s live editing and playing :slight_smile:

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Those blue guys are all controlled by player. Most of the time you would control a single character, I plan to make some weird levels where you actually have to control multiple characters at the same time.

Also, I plan to make some two-player local co-op levels, so supporting multiple player control characters is a must.

I’m testing physics, load/save level, etc. Here’s a test level, not really a challenge, but shows the basic gameplay:

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More coming soon!

I’m expermienting with different art styles. Here’s the “dark” version:


http://bigosaur.com/blog/images/tfjdark.png

YouTube video:

Which one do you like better?

I personally prefer the darker version, as it looks smoother and reminds me of Night Sky.
Would it be possible to allow users to select and use their preferred style?

I wasn’t aware of Night Sky, I’m downloading it now :slight_smile:

I do want to make a game where you don’t have to rush or be super precise, but it will require thinking.

I think so. I’m building a generic 2D platformer engine because I want to reuse it for future games. The only problem is that I would have to animate the player and all the monsters twice, as I don’t think the colorful monsters would fit the dark theme (and vice versa).

I like the darker version, I think it looks really cool.
Even the way the little man isn’t animated (and I realize that it’s a work-in-progress) works for me, it has an eerie feel to it :slight_smile: .

I am currently trying to do the opposite; a 2D-puzzler where speed is key and the puzzles are not that important, but that’s mainly because I am rubbish at level design and can’t come up with any cool puzzles :persecutioncomplex:.

Anyway, the game looks cool and I am looking forward to future updates.

I think the black looks so much cleaner, if you added some cool light objects and stuff but still keep the hero black I think it will look really good.

Here’s another idea for the bright version:

The dark version looks and feels really cool, but it’s hard to play because it’s hard to discern movable objects from the ground. I guess I could work around that by using specific graphics (boxes, planks, trees like, for example, Limbo has done.

Also some puzzles I made require that player knows a difference between different materials (there are light and heavy “boxes”) to solve them easily. Without that being clear the game is much harder to play.

What I do like about the dark idea is that the main protagonist and monsters will be much easier to draw and animate… :slight_smile:

I decided on the game story and the theme. The main character will ride the jet-powered skateboard and try to prevent an evil construction corporation from destroying his playground :slight_smile:

I’m working on more pixel art graphics currently.

It’s all new to me so there’s a lot of trial and error.

How do you like it so far?

Both art styles are awesome! I personally prefer the dark style (one of the reasons I started playing Limbo), it just has that cool feeling to it, but the pixel art is also really great!

I finally added support for new graphics in both gameplay and editor mode:

Keep up the good work! this is a must have for me once its finished

I think I’m close to the quality I want to have, but it still takes too much time. I spent about 3 hours fiddling with pixels until I got this one right:

I got 7 almost playable puzzles in the game so far, and some 20+ already drawn on paper. But using the new graphics would require recreating everything in the level editor.

So I decided to first draw all the graphics needed for these 20 puzzles and only then lay them out in the editor.

Here’s the graphics for pressure plates and doors:

It’s a .gif animation, so wait until it loads (the player needs to go through and the door should close)

P.S. I need to fix the player sprite against dark background.

Here’s some new graphics. Elevators:

Checkpoints will look like telephone booth (or whatever they’re called in your country). Doctor Who’s TARDIS was inspiration for the shape:

As you can see in this last image I’m also experimenting with some color filters.

Am i the only one who thinks this game is suitable for a mobile release as well?
It would cost hella lot of money and be hard to get started, but the game fits my mold of a good mobile game perfectly (:

Great progress on this, your visuals look great!

Do you anticipate a certain number of puzzles in th game?

Actually, it wouldn’t be too hard. I’m using libGDX and the game already caters to different screen resolutions. The only problem is that currently it requires at least 800x760 pixel space to see some puzzles on the screen so users with low end devices (480x800 screens) would not enjoy playing that much.

Thanks! These comments mean a lot to me and keep me going further.

Currently I have about 30 drawn on paper, but I aim to have at least 100 for the final game.