Space Phoenix

User avatar
Lother
Posts: 24
Joined: Tue Mar 06, 2018 5:30 pm

Re: Space Phoenix

Post by Lother » Tue Apr 10, 2018 10:09 pm

Here's a new background with the final version of the HUD.

Image

The right side will have an horizontal bar going from top to bottom to indicate the time left to finish the game and on the left side the big square will be part of the sprite showing the equipped spell.

You can also see the first type of ennemy planned for this game with its four frames of animation and the pickup for levelling up your spells.
User avatar
Lother
Posts: 24
Joined: Tue Mar 06, 2018 5:30 pm

Re: Space Phoenix

Post by Lother » Wed May 16, 2018 11:47 am

I have reworked the previously shown boss screen in order to make it look more like an actual game screen.

Image

The blue bullets will act as a sort of energy wall, and will be travelling back and forth between the two spire really fast, lightening the sprite count.

And since it was done with NES Screen Tool, I was limited to four palettes.
User avatar
Lother
Posts: 24
Joined: Tue Mar 06, 2018 5:30 pm

Re: Space Phoenix

Post by Lother » Wed May 16, 2018 12:07 pm

And some details on that project right now:

Since I have backed NES Maker but didn't choose any of the tiers giving access to the beta, I can only work right now by doing concept arts and backgrounds.

It is really likely that I will need somebody who knows how to create NES Music and sounds, because I am really bad at this.

Game balance will be critical for that game; it has to be beatable in under 1 hour and 30 minutes and it should be challenging but not effing impossible.

There will be no life system, because it will make the game far too hard.

There will be 7 levels with their boss and one final level which will be only the final boss (with maybe two or three stages).

The first level should be beatable in under 1 minute. The second under two or three minutes, and so on... And the final boss should last roughly 15~20 minutes.
Post Reply