Alright, I don't post much but I wanted to show you guys what I've got. I'm hoping to polish this up over the course of January and go public.
Back on demo day I posted a Mega Man (Z)X style platformer, titled "Dash Blitz". Then I vanished off the face of the earth.
Since then I think the game's improved a lot. I'd love to get some feedback, demo day helped kick my ass in gear and get a lot of shit done I hadn't even thought about.
http://8agdg.wikidot.com/dash-blitz
https://mega.nz/#!hfgg0Z5Q!Amngng-ctKDaRys1OFySRV4v9CSyhUNxKaedKqWr3lA
I've got some low quality webms as well so you can see just how bad I am at my own game. The music is filler, hopefully my musicians will get something to me soon.
>The pitch
Dash Blitz is a fast, fluid platformer with an emphasis on boss battles and head-to-head versus elements. I'd say it falls just short of a "fighting game" or "platform fighter", but is designed around head-to-head play. The goal is a game that's easy on the eyes and feels good just to handle. Something fast-paced but ultimately quite simple.
The game's split between its standard fights, where you can add in AI fighters for light boss battles, and Qualifiers, where you try to smash up all enemies and get to the exit as fast as possible.
I recommend using a gamepad. Keyboard controls are an option, but you should probably customise them first.
>Character select
The teleporters in the middle of the lobby will change your character. Just interact with any of the active pods.
The frog, Kero, is very out of date. She's perfectly functional, just an eyesore with awkward attacks. Everyone else should be fine.
>Versus
Same deal, just access the teleporters on the left of the lobby. In multiplayer you should be able to put the chosen stage to a vote, but I haven't tested this too much.
>Adding AI
From the lobby, drop down to the ground floor. There's a series of monitors there with plus and minus buttons. By interacting with those buttons (Y Button, or A key by default) you can add up to four AI characters and change their colours. You can also change their difficulty with the blue button at the top of the monitor, but that's not really too functional right now.
Currently only #1 has an AI routine. The other characters just act like sandbags. Changing difficulty doesn't change his routine at this stage, but it will prevent him from flinching.
>Playing Qualifiers
Qualifiers are in the Challenge tower, right at the top of the lobby. Just access the teleporter on the right to go to your character's teleporter.
Currently only #1 and Rondo have working qualifiers. You can still take the other two characters into these stages in co-op.
>Switching off cutscenes
You, uh, you can't right now. In the future you'll be able to switch them on and off for each mode.
>Items
Currently not implemented, but I think I'll be able to get them into my next demo. I've knocked out a lot of the work around them, but there's still visuals to set up.
It's important to me that the items are implemented as early as possible, though.
>Unity