SUPER HARRY'S WORLD
Overview
Starting this off with a lesser known fan-game of mine is Super Harry's World! (Original game is Harry's World by Volt Studios)
This is a platformer where you jump around stomping enemies, and you have to save your friends from the evil Zax! In this new version there are a total of three worlds, with three levels in each (tripling the original level count).
This month I have been polishing the first world to get it ready for release, here's a few screenshots
So far, progress from here should just be bug fixes and polishing! The first world will release as a beta for y'all to experiment with, be sure to comment any bugs you guys see
And now for the game I'm most known for...
A Week at Lemon's REMASTERED
Overview
You play as a guy named Marcus, he recently got fired from his job, and his life is going down the drain. He finds an advertisement for a new restaurant that's looking for employees, and after a rushed interview over the phone, you start your shift that next night.
You have to defend yourself against animatronics with a taser they give you called the "Shocker". The only shocker here is how it works so well.
Marcus ^^^
Why this game is back (again)
Honestly, I feel like I'll never be at ease until I get this project out. Always this thing on my shoulder whispering (imagine if this game was out, wouldn't that be nice). So here I am again working on it. Sorry if this causes any confusion or frustration, but the best advice with me and game development is to take everything I say with a grain of salt. I can be pretty dramatic sometimes.
Demo When?
For a demo to come out, I would need to finish the main gameplay (90% done, just needs one final mechanic and general polishing) and also make the cutscenes (0% done lol)
With this demo, I do want it to be a showcase of the main gameplay, and the first night won't be any different than the one in the final game (maybe a little quicker). However I think it'd be interesting for this demo to actually matter, instead of it being irrelevant after lemon's release
Demo How?
The demo will take place before the events of the main game (I'll refer to the demo as AWALR Demo). In this version you play as Karl, the previous nightguard. You just got hired and the owner of the restaurant takes you through your first day, all that good stuff. At the end of your second night, you get a phone call at 5 am from a random number. The second half of the beginning cutscene (from final game) plays and you end the demo
The first night is exactly like the final first night (just shorter, 4-5 minutes instead of 6) but with a skin swap. The second night however introduces this ad blocking mechanic I took from AWaL2, this time it's better of course.
Karl ^^^
"I don't care about demo give me full game"
The full game will feature the full 5 nights, as per usual. However, I want to change up the formula a bit. Usually whenever I play most fan-games I always just see the same five nights, but you unlock an animatronic each night and it gets slightly harder. Now this is not bad in itself, and I don't go home crying because of this, I just wanna do something a little more. Along with having more animatronics introduced, I'll also bring in other hazards (that ad blocking thing comes in at around night 3, along with others that I'll think about eventually)
Once you complete the five nights you unlock the key to the restaurant, unlocking the post game. I have a few plans for this, having an arcade that will let you replay mini games you've unlocked, or something fun like letting you make your own drink and serve it to costumers idk, these are just plans.
I'll make sure to add something to add replayablility, even after 100%ing the game (which I will make it fun to do so). I see with a lot of fangames is that it's kinda boring after a while, and I don't feel like coming back to it. I don't want that for my game, so I'll try to add plenty of content.
Along with that, I'm not restricting the extras or shops to be locked into post game. Now some certain stuff will be locked behind post game, like the aforementioned Arcade, but it does make sense. Ya don't have a key to enter the restaurant on your own, so technically you can only access the arcade during your shifts (which you can do, it's how you find the mini games themselves)
"Wow, what an attempt to be original. I don't see it, name one original thing you're adding. I bet you can't do it."
I see prize counters a lot, but they never usually do anything. I thought it'd be fun to turn it into an actual shop! In this game you have Apple running the prize counter after-hours, and he sells you stuff like plushies and... hall lights? (who's buying hall lights at a restaurant?) Anyways, the currency for this will be tickets, which you earn from mini games. This kinda locks the shop behind secret minigames, BUT, Apple does give a hint for one of the minigames. Well, not him, but Orange rather. There's a chance after a few nights that when you visit the shop, orange will start talking to apple about some lemon catch cheat code, and if you enter that cheat code when playing then you will enter Lemon Catch, the first minigame. How to enter this code will be given in the demo upon completion, so look forward to that!
That pretty much sums it up for these two games, a whole lot of information about lemons so I apologize for the length. I plan to do separate devlogs for these two from here on out, but since this is the first one for both I thought i'd combine the two. Anyways, see y'all later!
0 comments