
Mystic Seal Syndicate v2
NOTE - WALL JUMPING PHYSICS IS A BIT MESSED UP AT THE MOMENT| Controls | Player 1 - wasd Player 2 - arrow keys | Mechanics | Horizontal Movement Jump (w or ↑) Wall Jumping (mash jump while on yellow wall tiles, a bit janky at the moment) Detection Zones (all translucent zones need to be occupied to continue. Some require colour matching with the player, and some require all collectables to be obtained) Gravity Zones (green zones that flip gravity upside down) Timed Death Zones (red zones that will flicker before activating, touching the zone when solid causes death) Esc (Open Menu) | About | This is a dual character controlling puzzle platformer. So far there are 3 levels available, with a usable level select interface and pause menu. The first 2 levels are more tutorial integrated, while the 3rd level is a short, but slightly challenging level. These should be a decent introduction to the available mechanics. The difficulty of this game stems from having to operate two characters at once, so dexterity and problem solving is essential. Each world is labeled to its corresponding prototype. | Previews | | Credits | Objects+Layout - Me Coding+Component Setup - Me Music - taken from Zenerat/Paradot -> Kubinashi Recollection OST - Opening | Reflection | Puzzle piece collection to continue progression and timed death zones to push players to either time approaches or force quick thinking worked well regarding challenge-response, and a bit of exploration-reward gameplay as it swapped player mindset between exploration/tracking and quick response/timing. Gravity zones provide a unique challenge towards adaptability and dexterity with the altered direction. Some improvements have been made due to feedback. This includes clashing colour layers, collectables design, player design, death animations, menus, etc. Wall jumps, visuals, and animations need further improvement. Some colours are inconsistent with the design/mechanics of levels. Animations need more substance (ex - death, victory). Also need better visual indicators (ex - death zone borders). Some feedback suggested checkpoints, and they are currently being worked on as they are staples of platformers, especially for longer harder levels. Currently unimplemented due to issues, but will be added soon to soothe gameplay experience.
CheesyChurros21 1 games· 5 followers· 7 ratings· portfolio 36 View creator →