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And by dance, we really mean fighting your way through a hostile world on a mecha-dragon!
Put your detective hat on and solve the untimely murder of a famous video game designer.
The Dark Prophecy is a spiritual successor to the classic adventure games released in the 1990s by Lucas Art and Sierra. In a medieval village, Jacob is going about his rather dull, everyday life, when one fateful night, his peaceful village is forever changed, and Jacob with it.
Drop by and try the demo, watch the live streams, and watch for free key drops in the chat!
Hello everyone!
Thanks to everyone who continues to follow the project - you give us the strength to continue. Stay tuned! See you in the next updates!
Indie game publisher Meridian4 is proud to announce the upcoming release of Jumphobia: Homeward Bound, a side-scroller platformer created by indie developer Wix Games. Scheduled for official release in Q1 2022, Jumphobia: Homeward Bound is a fast-paced platformer with no jump button!
Jumphobia: Homeward Bound is a game built around the premise of getting from "A" to "B" by jumping - but not when you want to! All Jump-bots are built with a failsafe to limit their maneuverability, meaning that you as the player can only automatically jump when you reach the edge of a drop or platform. That's right - it's a platforming game without a jump button!
Artist statement: The concept for the original Jumphobia game was to try and see if a platform could still be fun without a jump button. It’s the most important element to almost every platformer - so what would happen if it isn’t there? The result was a game where you have to think about everything differently. The difficulty no longer comes from pressing jump at the right time in order to clear the gap, it’s now a question of which gap is the right one to clear - or how can I make it past this obstacle without the freedom to jump whenever I want? The original game was built for a large variety of platforms including the web, so simple graphics and small file size were a necessity. With this new game, we want to really up the quality and push the concept to its limits, with a much higher level count, new lighting systems and 3D graphics, and a fully-fledged story with 3D cutscenes. I started making games as a 13-year-old working from my bedroom, a year later I released my first popular web game Duck Life and created Wix Games the year after in 2010. Since then we’ve had a number of hits and grown to a full-time team of 3.
Don't miss the launch discount! Wishlist your copy of Jumphobia: Homeward Bound today.
Welcome! Today we want to talk about how we have selected the art style of Hirilun. We want to make a kind of dark style, with a comic feel. So we decided to use an outline for everything, that way we have the feel of a comic, and also is very clear to see a limit of an element. Very useful on a first-person platformer.
Plaza was the first level we made, and it has changed a lot over time. At first, it was much simpler, and it was designed with the idea that it needed to be easy to keep playing even if you fell. We also wanted different paths so you could choose if you preferred to take the upper way through windows and roofs, or the lower one through benches and terraces.
When we start to think about what skills we will add, we had one thing in mind: we wanted that the skills have some synergy together. The main idea behind the skills was to open new paths using them, so you had to think and see if a path is possible or not.
It’s been really enjoyable and inspirational to watch players stream Paladin Dream. It feels like playing God and watching people explore the world I created, and I also get to see which parts are celebrated, and where the game could be better or less confusing. I’ve gotten lots of positive feedback about the story, and I wanted to focus this update on showing more information about the world.
The demon worshiping cult is malicious, reclusive, and possesses black magic to keep outsiders away. I wanted to show the extent to which they’ve gone to protect their temple (which was crudely dug out of a city wall). In the update, Josiah explores an MC Escher-like looping room and a hallucination that projects his fear. This dungeon is intended to be full of creepy traps. The fortune-teller in Nazarfang encounter is also expanded a bit, to give the player some early insight into the 3 different religions and how they interact.
The northern wilderness is an area that is mostly not settled, and wild animals have free reign. Organized religion does not have much influence here. I created a new encounter where Josiah spars with another adventurer and their wild animal companion. There’s also a new battle with Josiah’s Reflection (think Link’s Shadow in Zelda games) that requires a bit of logic to win. To ease a side quest that involves a decent amount of backtracking, and I added a way for Josiah to jump down the mountain with a certain item. Making it to the top of Starcross Peak requires Josiah to leave civilization behind and examine his beliefs from a different perspective.
Can you hear the trumpets and the stomping of horses? It seems we are approaching the royal castle! This location is an important link in Jacob's journey to other places. And, as you can see for yourself - from here we have a way to the kitchen, to the servants' room, to the king's castle, and to the prison (and who knows which location we will find ourselves in next time!).
Here, for the first time, we meet the inhabitants of the castle - a bored and resting servant, a castle keeper, and a guard patrolling the wall.
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