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Brand New Concepts and Designs:
In the last few months we’ve been taking some time to consider our progress on reactions and mechanics. In the end we took the bold decision to start from a fresh perspective and redesign A Clumsy Adventure, changing many aspects but keeping the indie spirit we began with. The new concepts for Zack and his friends (and foes) have taken on a new style that reflects the tastes of the genre and our audience. To do this, we revolutionized our design by giving you a deeper story, one that puts you in the shoes of a common teenager. Forget dealing with boring everyday life; you will become the protagonist of a true clumsy adventure!
The biggest change however has occurred in the gameplay style, transitioning the game from the old system to a traditional 2.5D style in the vein of successful videogames such as New Super Bros, Sonic4, Epic Mickey, Max: Curse of Brotherhood and many others.
Graphics:
We’ve had a complete graphics overhaul since the last update, almost everything has been redesigned from the ground up. Once you get through the new title screen and loading screen, we have a completely new level for you to play. Explore the dark forest and the bioluminescent cave system, stare in wonder at the ruins and even at the odd meteor shower. Our new lighting system with ambient fog keeps things moody, along with over a hundred new environment pieces. Throw into that mix a new boss… and you’ve got one potent cocktail.
Audio:
Thanks to our sound team we can introduce you to the beginning of ACA’s soundtrack. We have some creepy ambience to keep you on the edge of your seat, along with some slightly more light hearted music in the Menu section. You can expect some new sound effects in the game too.
Gameplay:
We have a completely new player control system, as part of our wide reaching physics update. You can expect some more realistic enemies now that the AI has been updated! They’ll keep you on your toes. Zack can now be controlled with both keyboard and analogue pads (Xbox 360 controllers). The camera angles are now dynamic, following and moving around Zack as the level demands. We also have some brief narration going on as you navigate your way through the treacherous dark level.
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