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425
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Comments (3)

What do you think?

I've played enough to formulate my opinion on this game.
So here we go :)

Exploration in this is really fun.

When the game lets you go in an open world, it's cool to explore different branches of the level.
Overall excellent level design, really great music and decent pixel art.

I think the biggest problems of this game are its art direction and controls.

Art direction of this game is not really a problem per se, but I feel that after playing it, the player will instantly forget what it was all about. It lacks personality, and feels a bit derivative of what is already released prior.

I feel that if you want to create something outstanding, you need to find already existing styles and aesthetics and work with them.

For example - this game has an interesting setting that brings together a classic fantasy world and adds modern, or even futuristic, inventions to it. So why not take something like Baroque and a sprinkle of something that strives to be modern like, for example, Bauhaus. And give both environments and characters attributes of these styles?

More coherent art direction might help to tell a story of your world and its characters without even using any words. I would for sure love to see a unique looking game.

Regarding controls - the game in its current state is very frustrating and unbearable to play. It's needs complete overhaul for default control scheme that doesn't hurts your hands. I'll recommend standard "arrows" and "Z, X, C" keys. But I would like to see some experiments from you.

-Best Regards, MEVKA

this is good

Game Soundtrack

3 songs

In Short:

Play as a protector of an underground, alien civilization, powered by plants that feed off darkness instead light. You must now reach the surface to retrieve your sector's stolen power source in this Non-linear Metroidvania.


The world of Blooming Darkness is one of balance between light and darkness where both coexist in peace.

However, everything changed when the fire nation attacked when a mysterious "Luman" from the surface steals the Dark Bloom! But what use would they have for dark energy? Well, let's focus on one thing at a time.

You must now collect new abilities, find many secrets, and overcome powerful foes in gameplay inspired by popular games such as Super Metroid and Hollow Knight!

vine_swing_tunnel.gif

#platformer #metroidvania #adventure #scifi #pixelart


Development of this project has been put on hold. However, I do want to come back eventually to share this world with you all, so your continued support is greatly appreciated!



all-ages
Fantasy Violence

I made my own dynamic camera boundaries system for my game!

I was originally going to post this on Saturday, but I think I have something better for that...

#metroidvania #pixelart #madewithunity #platformer

While experimenting with movement on slopes, I stumbled across a movement tech! I want this game to be speedrun friendly so I welcome those.

Also, I made a debug command line for testing. Thanks Game Dev Guide!

#ScreenshotSaturday #metroidvania #pixelart

"y cant metroid crawl?"

It's still unfinished, but I've added the Shadow Walker ability to #BloomingDarkness!

When it is finished, it should act like the spider ball from Metroid 2, but with some extra features.

#screenshotsaturday #metroidvania #pixelart

I fully remade the weapon swap system for my game! Now with new animations and a (hopefully) non-intrusive weapon indicator!

Also, Unity's new input system is GREAT!

NOTE: only the main 8-directional weapon is finished.

#screenshotsaturday | #metroidvania

OLD POST:

Hello everyone! The first Blooming Darkness demo is out NOW!

It's likely full of glitches, but I've restarted the project anyway. Feedback is still very much appreciated though!

I included a GIF of the new version as well

#metroidvania #pixelart

UPDATE:

- Map system

- Sound Effects

- Complete first "area"

- A few tiny written tutorials

- 3 cutscenes

- A few environmental details for "game feel"

- Music in the works

- A little bit of story

The first ten minutes-ish of the game are now playable, but there are still a few things to do: Music, sounds, possibly a map system, and generally polishing. Would it be better to wait until I have a longer demo ready?

Here's a new system for swapping weapons.

Missiles - homing projectile which may be controlled in certain areas

Wave - goes through enemies, bounces off walls and can hit switches

Vine - think ice beam + grapple beam

Shield - block, parry and ???

If you've seen the intro video I posted, I think you'll agree that it's bad. Time to fix that! To be honest a lot of the room design needs an overhaul so I'll start to work on that soon.

Looks like I finished ahead of schedule! Tell me what you think of the demo.