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[INDIE] GRAPPLE KNIGHT by RED KNIGHT GAMES
#1
Hey all!

A few friends and I started up a games company in Sydney, Australia way back in February this year and we're in the middle of creating our first title: Grapple Knight.

Grapple Knight is a game where you control a knight with a trusty sword and grappling hook, downing enemies and platforming through the level. The game is in prototype stage at the moment, we've been making this game while setting up the company for about 3 months now.

[Image: N0C0h.jpg][Image: L4sgY.jpg][Image: F7kzO.jpg][Image: WLNOh.jpg]


Click the link above to go to our games page and just hit the logo on the latest version to play the game! We also have a backlog on all previous versions so you can see our progress. The game will require you to install Unity Web Player, but it's completely harmless and pain free I assure you Big Grin Alternatively, you can download it locally to your computer if that's how you roll lol

We'll be getting into some proper development for Grapple Knight very soon, we've taken a short break from it since last month to work on a potential second project. We have a lot of cool things planned, but we're very open to feedback and criticism! Please leave your thoughts about the demo below and watch this space! We'll be doing regular updates.

If you guys are interested in the sprite work that went into this, I'll also be opening up another thread in the Spriting and Pixel Art forum with the hero's current sprite sheet.

If you're interested in the environments, my teammate and environmental artist will be creating a thread there too.

Shameless plug, if you enjoyed our game, please give us a like on Facebook and/or follow us on Twitter. Also feel free to browse our website to read about some of our adventures throughout this year.

Thanks for all and any support!

Kopaka
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#2
If I didin't have to install another web player, I would comment on the gameplay, as most games here are usually downloaded/made in a user-friendly program.

As for the hud, it seems to be in it's early stages, as is the rest of the game (and of course, Obvious Mega Man X edit. Though, there seems to be something really weird going on with the slashing animation in the second screenshot, so there's a lot of room to grow here.
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#3
(08-09-2012, 12:36 AM)Gaia Wrote: If I didin't have to install another web player, I would comment on the gameplay, as most games here are usually downloaded/made in a user-friendly program.

As for the hud, it seems to be in it's early stages, as is the rest of the game (and of course, Obvious Mega Man X edit. Though, there seems to be something really weird going on with the slashing animation in the second screenshot, so there's a lot of room to grow here.

Hey Gaia, thanks for the reply! I was just looking through your sprite thread Smile The animation takes a lot of Megaman influences as that was the game I started copying back when I first started spriting. However, nothing is editted and is created from scratch. Admittedly I did take a lot of choregraphy cues from the Megaman X games and I am looking to change it to make sure everything is my own.
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#4
I have to say, I'm a sucker for anything like Bionic Commando; the NES version is one of my all time favorites.

Mechanics-wise, you still have a bit to do. the over all controls are floaty; the character seems to just glide along
the ground, and he slides when changing direction, but has no animation for turning. The grappling hook has
issues with aiming, at least it did for me. Getting the game to register a diagonal extension was difficult, making the
red wall portion a bit harder than it needed to be. I'm not sure if this was intended, but the sword attack can be spammed
by holding the attack key, where as the grappling hook cannot. Hit detection for both the sword and grapple are way off
in most instances; most of the enemies I killed were never actually touched, but my weapons still damaged them. you need
to refine your hitboxes and collisions so that the when the player kills an enemy, its because their weapon hit them and not
because it grazed the air around them.

All that said, the game was an interesting little romp, and i look forward to playing a more polished, fleshed out version at some
point.
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Thanked by: Gaia
#5
you need to decide if you want the focus to be on platforming, or on both, or at the very least have the platforming and combat interrelate better. as it stands, there's no reason for there to be a combat counter or combo system
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Thinking of you, 
wherever you are.
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