to put it simply, this is somehow a fnaf clone, its a stress management game, here is how it works:
your objective is to keep the being alive until the green bar (time) fills up.
there is a purple bar in the middle which will decrease with time
press x to fill it
press the button required on the bottom of the screen the number of times necessary
the being will lose life if:
you press a button that is not required or press it more than its required
you take too long to press the required buttons and they build up
you press x and any other button at the same time (you can press the other buttons at once, however)
you let the purple bar get empty
the being recovers if:
*you press the required buttons, the required number of times.
here you have the 3 maps for the temple, the forest and the sky, from left to right
basic information about this tutorial
There are more than one way of beating this cartridge,
the one shown here will be the easiest one (by the order of maps)
also showing how to get the secret sword: the divine happier.
reading the maps:
red: locks
yellow: keys
black: boss room
pink: bonus room (optional)
cartridge basics:
this cartridge is mean to be played with the arrow keys and the X and Z buttons,
the character is locked on four directions,
so using a mouse or controler won't really help here.
you swipe to kill enemies, if a bullet touches you, you take damage, simple as that
don't let an enemy jump on your head,
it will make your character hard to control possibly leading to death
(throw the enemy or panic, your choice)
your hearts are increased by going into the statue in the center of the hub
and collecting a container adquired by beating a boss and collecting it's key
(one of them is given right after it opens it's mouth, however)
there are a few health pickups in the game that you can pick up indefinetly,
3 of them are in the area you spawn in, 3 of them are in the middle of the tower.
When you are at a complicated position, you may always backtrack there to replenish your health.
[b][i]you may get trapped in trees, don't go too close to them
Title: tiny chase
Version: Final+
Type: other
Difficulty: 2.5/5
its a simple game, about a tiny car looking for coins while is chased by tiny cops.
there are 2 maps:
suburbs: easier and simpler
circuit: harder but with more stuff to play with
road not taken: this dark road is similar to the circuit, but harder, be careful with the yellow squares!
tiny circuit: the simplest and most tiny map
water temple: a water map of course!
thanks for playing and enjoy!
also, a tiny preview:
update! tweaked the controls for better movement, added maps and tweaked sounds
if you don't like the two normal controls you may try using the "jkli" keys + shoot to a different style, it allows for an easier control by directly looking at where you need to go.
now you can also play forever, increasing the number of cars by 1 per minute.
I made 3 weapons, each one with its diferent gameplay, but since I still don't have any use for them, I thought it was interesting to disponibilize them here, please use it in any project you'd like, I would love to see it in action:
the spear
the spear is excatly that, a spear which you trow at the monsters, however, when you use it you have to pick it up again to use it once more, it would be great for puzzle games like pressing the button on the map. I couldn't, however, manage to make the trowing distance controlable.
the odd sword
this is a completely different gameplay from the normal sword, this is how it works:
your sword attacks when you collide the character front, for a better gameplay, the mob must also have the modifier used on the map for a nice knockback, is doesn't, however, protects the sides or back but it makes you invincible to bullets when you press shoot.
Title: Crowd control
Version: final
Type: puzzle
Difficulty: progressive
this is a puzzle game without the player item (except for the ending,because I can't finish a level with the scrip or with the imediate door) where you control a certain amount of little monsters with a limited number of actions, the idea is to get to the key, pretty simple.
dpending on the feedback I may or may not make more levels for it, but it is finished, so I would like to know what do you think about it.
welcome stranger!
post any suggestions here so the bbs can be more organized, please.
here you will find the link to voxatron's manual. (it's a work in progress)
So I was working on my second part of the enchant levels and I wanted to add a little bonus (which is actually a big thing) on the third room you see this big monument on the middle of it, it is a decripter, and it works pretty much like fez's tetris code, but if you press all the buttons at once it simply activates all the modifiers needed to the event of the code, is there a way to avoid this? like, allowing the player to press the right buttons but to reset the sequence if he gets it wrong?
the level (WIP)
Title: Help incoming
Version: canceled
Type: experimental (some sort of 3d space invaders)
Difficulty: 1.5/5
This level is a WIP, I was messing up with the character controls and realized I could make something completely different from the normal controls, there is yet much to do, maybe some tweaks with the control, a better aim system but mostly monsters and rooms it needs more work there in my opinion, but I would like yours too! what do you think of this gameplay? Should I add something? (like the idea of protecting a being while playing the level, some sort of companion or anything?) should I change something? (the gameplay, the monsters... anything) or should I delete something? anyway any comment is apreciated.
update: this project was canceled due to unfluid gameplay, it was just too anoying to go up and down to where you wanted and in the end I gave up, it would make more sense to use these controls on some sort of rage game where everything goes against you, but that wasn't my idea.
if anyone wants to work on this project or use it for something else, I won't stop you.
also, as a workaround for the life bug, I made a system of absoving/attacking, where you absorb your hits as hp if you are not attacking, there are no life boxes anymore. but it seems that you absorb more than you would lose if you were attacking if you get hit by the red cannon, I wonder why.
Title: Constant renewal
Version: final
Type: experimental
Difficulty: progressive, imprevisible and random
this level is simple, survive 5 minutes, the time is presented by the bar shown in the image, which fills one bar on each 10 seconds. Collect the items the yellow cubes leave behind, they give health and increases your score but surviving is more important.
yet, there is a problem here, at some point on the game, the bar that shows the countdown disapears, it was because there was too much being created at the samer time so I simplied the level a bit.
so I know most of us are just waiting (for a long time by now) for the 0.2.10 (which is a number that kinda feels strange for me) but I want to do something while zep works on volumetric lightning, two player and things like that.
so I have a proposal: let's do a jam!
why jam? because we want that update so we can make our wonderful ideas true!
as a deadline, what about march 26?
do you think that this much time is enough to make a level until then?
as a theme, I would like it to have space to a wide range of ideas so my suggestion is:
three words
it can be any word! if you're lacking on ideas to do so you can always use the random word generator.
this is not a contest, no one is to be judged, but it would be nice if we showed zep how much we wanted voxatron to become complete. would you participate in this jam?
this is not a game, it is an experiment.
I wanted to trace the way a normal monster would run around on the "wander" behavior, and I noticed that it makes some really interesting pictures, if you ignore the parts where it hits a wall and gets stuck it makes a beautiful wall of color (thou voxatron only let some animations to be active at a time) the behavior can be changed not only by the monster itself but by the animation, try it out too! I'm sure that the possibilities of creation here are really beautiful -
please notice that this level was made with the old character item, you can't change your character that way in 0.2.9 and this level will most likely not work on later updates (yeah, why did I do this? 'cause I wanted!)
Title: Parallel
Version: possibly final (maybe there are some bugs please let me know)
Difficulty: deppends on the player, really
Genre: timed puzzle