
Mystic Seal Syndicate v4
NOTE - PLEASE FULLSCREEN AND CHOOSE WORLD 4 (older worlds and their menus haven't been fully updated yet) - | Controls | Player 1 - wasd Player 2 - arrow keys | Mechanics | Horizontal Movement Jump (w or ↑) Wall Jumping (mash jump while touching yellow wall tiles) 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) Checkpoint Zones (blue zones) Esc (Open Menu) | About | This is a dual character controlling puzzle platformer. So far there are 4 levels available, with a usable level select interface and pause menu. The first level of each world is more tutorial integrated, while the follow-up 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 | To demonstrate a complete player experience. I have revamped the UI and added a title screen. I added some animations, such as the characters doing a small platforming section on the menu, as well as some floating squares of random colours. This was to make it feel more alive and add some charm to it. This was especially important as I felt my game's biggest downside was that it was not very visually appealing. Instead of making a new mechanic, I opted to make a boss level that consisted of short segments that carried all the previous mechanics I have created, while getting chased by a giant boss enemy, as sort of a culminating finale to all the prototypes that lead up to this final prototype. The game is able to navigate through menus and levels without having to restart as well, to be more cohesive. In terms of feedback, I finally added a sort of checkpoint system to ease the difficulty using blue zones, as well as changed the flashing death zones to flash yellow to show caution instead of showing all red.
CheesyChurros21 1 games· 5 followers· 7 ratings· portfolio 36 View creator →