Alright, Raeng allowed me to make a post about my creation, so I'm going to shamelessly shill it.
It's called Magenta Horizon, a 2D-platformer-brawler-combo-action game influenced by DMC, Doom Eternal, and Hollow Knight. Yeah, that combination doesn't quite make sense at first, but you'll see what I mean.
- The basic premise is that you are a reaper in an afterlife, and you kill demons that are on your way. The stages are working like less-convoluted doom where you have to find multiple key items to open the blocked path. And that keys are scattered around the level filled with arenas after arenas.
- It will save your progress automatically once you beat a level, and you can always select it from the level selection menu. Also, changing the difficulty setting is possible at any time. (Though it will reset the level you are currently playing)
- Melee combat is similar to Hollow Knight, (where your pogo attack movement becomes the main positioning/counter tool) but there are many melee combos you can chain with your L joystick directions and your character states (like jumping and wall climbing)
- No upgrade trees for the melee combo or movement options, since I didn't want this game to have a dull early game. You can find, buy and unlock the ranged skills and passive buff items (necklace pieces) that can change your play style, but fundamentally it already provides many options.
- To provide simple but dynamic gameplay, my main focus was scattering shit tons of enemies in arenas. Every enemy has different moves that can be reasonably dealt with one by one but can make you fall into dangerous situations when multiple threats come at once. (this is why I compared it to Doom Eternal)
There are 15 normal enemies and 5 boss enemies in this build, and they will provide different patterns and different spawn points depending on the difficulty setting.
-This is a downside I noticed while developing the game, but there aren't significant level gimmicks or arena design variations on each level, and every level is -aside from the boss levels- constructed in a similar way. Only the enemy combat sections are the most dynamic part. This is a thing I'm trying to improve in Act 2.
-Only Act 1 is available on itch for now. (for free) Once Act 2 development is done, will release on Steam with EA, or I can just wait and develop Act 3 too and release them all together. The choice will be made when I have to.
So, yeah. Hope you guys can try it out, and I hope you guys like it. Feedbacks are welcome too!
It's called Magenta Horizon, a 2D-platformer-brawler-combo-action game influenced by DMC, Doom Eternal, and Hollow Knight. Yeah, that combination doesn't quite make sense at first, but you'll see what I mean.
- The basic premise is that you are a reaper in an afterlife, and you kill demons that are on your way. The stages are working like less-convoluted doom where you have to find multiple key items to open the blocked path. And that keys are scattered around the level filled with arenas after arenas.
- It will save your progress automatically once you beat a level, and you can always select it from the level selection menu. Also, changing the difficulty setting is possible at any time. (Though it will reset the level you are currently playing)
- Melee combat is similar to Hollow Knight, (where your pogo attack movement becomes the main positioning/counter tool) but there are many melee combos you can chain with your L joystick directions and your character states (like jumping and wall climbing)
- No upgrade trees for the melee combo or movement options, since I didn't want this game to have a dull early game. You can find, buy and unlock the ranged skills and passive buff items (necklace pieces) that can change your play style, but fundamentally it already provides many options.
- To provide simple but dynamic gameplay, my main focus was scattering shit tons of enemies in arenas. Every enemy has different moves that can be reasonably dealt with one by one but can make you fall into dangerous situations when multiple threats come at once. (this is why I compared it to Doom Eternal)
There are 15 normal enemies and 5 boss enemies in this build, and they will provide different patterns and different spawn points depending on the difficulty setting.
-This is a downside I noticed while developing the game, but there aren't significant level gimmicks or arena design variations on each level, and every level is -aside from the boss levels- constructed in a similar way. Only the enemy combat sections are the most dynamic part. This is a thing I'm trying to improve in Act 2.
-Only Act 1 is available on itch for now. (for free) Once Act 2 development is done, will release on Steam with EA, or I can just wait and develop Act 3 too and release them all together. The choice will be made when I have to.
So, yeah. Hope you guys can try it out, and I hope you guys like it. Feedbacks are welcome too!