Original release preservation post



(This is a preservation post of the first submission, explicitly labeled as a tech demo)


This was made for the Super Nintendo Graphics Jam but didn't end up in a playable state. It should be possible to get some idea of what the game would have been like through this demo, however.

The goal was a puzzle platformer partially inspired by lemmings. Your objective, as a guardian angel, would have been to protect the hero on her journey through a deadly trapped dungeon.

Controls

Jump (Press Space)

Earth (Press Z) - Creates blocks

Air (Press X) - Blows objects around (namely blocks)

Debug Options

CRT Filter - Press 1

Overscan grid - Press 2

Fps adjustment - Press 3 (+ and - to adjust)

Size calibration stencil - Press 4 (WASD to adjust)

Activate hero - Press 5 (This will cause her to walk straight towards the exit)

Dialogue test - Press 6 (Press Z to continue)

Zoomed Out View

Zoomed out view of the gridmap

Did I mention this game is actually 3D? My goal was to make something that looked authentic to the SNES while giving me the ease of access to proper 3D tools.

The last thing I want to mention is the tiles lighting up based on the layer you're on. This is an idea I had to address a common issue with isometric platformers, that of depth perception. Unfortunately, there isn't enough platforming in this example for it to be very relevant.


Files

SNES Graphics Jam Submission (Original) 60 MB
72 days ago

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