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What do you think?

Good short metroidvania!

I literally had to go up and down to find every powerups and blood shard to enter Eye's domain. But I got them all and managed to face the Eye

BTW I should've be more careful with giant propellers

New world without I & U

Looking forward to the release of this game, it is visually very beautiful (despite its simple graphics) and seems to have interesting gameplay.

Nice game. Really enjoyed it. Took a while to find that last blood shard. And I didn't realize the yellow blocks gave me life.

I just played this game, and I just loved it. It's great to explore every part of the map, and the portal mechanics are very well designed. I really recommend this game, I haven't finished yet, I couldn't find the last piece to make the blood gem. But it's a great game.

Loving the classic megaman metroidvania type look to this game! I'd love to write some music for it if that's something your interested in.

You can find my portfolio at chrisinstonmusic.com/composition

Look forward to seeing more

Kind Regards,

Chris Inston

Free

A Palace for Fools

Version: 0.9.2over 5 years ago

IMPORTANT:

If the keyboard does not work, move the mouse cursor around the screen. It should take the focus and thus make the keyboard work, although you might need to move the cursor outside the game canvas.


They stopped believing in their own god... They decided they need a god no longer... They built a huge flying palace to rival their own god.

It was a mistake.


A Palace for Fools is a short metroidvania game with gameplay inspired by Mega Man games on NES. Explore the flying palace; shoot enemies; learn new skills and use them to reach places you couldn't reach before; travel to the past.


Saving the game

The game lets you save your progress. The progress is stored locally to your computer using a thing called "local storage". It is not persistent, so clearing up your browser's history etc. will remove the game saves.


Controls

( × ) means a button in a gamepad. See below.

  • Arrow keys or left analogue stick or dpad: Move and climb

  • Z or (A) : Jump.

  • Jump button on air: If you have a rocket pack, you can press the jump button again on air to use "fly".

  • Down + jump button: slide. A jar of lubricant is required.

  • X or (X): Shoot (requires a hand cannon).

  • Hold shoot button and release: Shoots a bigger, stronger bullet. Requires an improved hand cannon

  • Shift or (Back): Open a map, if you have one.

  • Enter or (Start): Open the pause menu. If you get stuck, you can find "Respawn" option there.

Gamepad support

Xbox-like gamepad are supported, at least most (or some?) of them. Should work on Chromium-based browsers (Chrome, Opera etc.) and Firefox, although there might be issues on Firefox. Before you can use the gamepad, you must press any gamepad key to make the game recognize your gamepad.


Supported browsers

  • Chromium-based browsers: Chrome, Opera etc

  • Firefox

Might work on Edge. Does not work on Internet Explorer or Safari.


Source code on Github: https://github.com/jani-nykanen/a-palace-for-fools


#metroidvania #pixelart #platformer #retro #shooter #action #exploration #somefunnytaghere



all-ages
Mild Cartoon Violence

Savepoints added. The game uses localStorage for saving, no cloud stuff. The title screen is a placeholder, will have some fancy background later.

I added that "respawn" function to make sure the player won't get stuck...

Now you can buy items. I might add a confirmation box that asks if you really want to buy that item. Maybe.

Drawing those propellers took surprising amount of time, but hey, now you know how the palace can be flying!

Next thing to add: gamepad support?

And back to development hell/heaven! Next thing to add: items to the shop, obviously.

(EDIT: and maybe edit those chains, they look a little silly)

I'm taking a small break from the development of this project. I have some real-life (what's that)... let's say "responsibilities" that take a lot of my time. I'll be back to this project later this month or on December.

This happens if I put every 15 different enemies to the same room. At least no one of them is skipping through walls like they used to... There won't be more than 3-4 enemies max per room in the final version, though, this is pure testing.

Slow progress is better than no progress, eh?

I added two new enemies (fish & hat), chests and life containers. And pause screen. Plus a lot of bug fixes you cannot see in the gif.

Note that this is still the test area.

I implemented simple dialogue boxes. Since the resolution is so small (160x144), the dialogue will be short & compact. And yes, it will be skippable.

(I know, not much a progress, but I'm pretty busy writing my master's thesis right now)

Time portals implemented. And that one enemy that is certainly not stolen from Super Mario!

You will be able to travel to the past, time before the palace was flying, and it will look like this. The color palette might change later. More info about this (time traveling, time portal etc) later.

Shows pretty much everything I have done this far.