Alpha Update here!


Hi there!

In this update I've got some in progress stuff in regards to the current build. It's an example of the kind of gameplay to expect from the game. 

First we've got some early environment design. Reminder it's all in black and white to account for color filter adjustments later. One element I was glad to get working was disappearing foreground elements while traversing the environment! Something I will be adding fade-out and fade-in animations to these elements later.

Next is the inclusion of exploration to get around obstacles. This is a bit more rough around the edges as it's part of the whiteboxed area of the level but, I think it gets the point across.


Lastly, we have the exploration elements to navigate through the level, this is where it gets a little more platformy for now. I wanted the player to be able to find their way around things. I will be adding some environmental story details to give a little more incentive for exploration other than just getting the right keys and finishing the level.



Player Experience Goals:

  • Interest in world
  • Exploration is encouraged
  • Environmental Storytelling and Conveyed Player goals being obvious.

Thank you for checking this out!

Files

Shadow_Dancer_AlphaLevel_Build2.zip 65 MB
Mar 29, 2019

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Comments

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It's looking great so far! I'd consider adding more hidden passages and switches, I think that kind of mystery/stealth aspect really elevates your gameplay!

I wasn't as forwardly aware at first that running into lights would cause damage - perhaps give clues or hints leading up to the first set of lights that harm/damage will come? I first assumed that were cosmetic scenery, and only after running into them did I remember.

I like the mechanics with the lights, maybe add some projectile to hit fuses from afar and through lights? It would open up the game to more puzzles. I love the art and level structure, it really lends itself to the mechanics.