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Lulanda Demo 2

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ORIGINAL DEMO: http://www.stencyl.com/game/play/19020


Move: Arrow Keys (move into a wall in the air to wallslide)
Jump: Z Key
Walljump: Z Key while touching or sliding down a wall
Attack: X Key
Shield Block (blocks enemy projectiles): DOWN key while on the ground
Shield Parry (reflect enemy projectiles): X Key while blocking
Downstab attack (stomp on enemies and break blocks): DOWN key while in the air
Pause/Unpause: SPACEBAR


This is a demo of a game I've been working on using Stencyl. Unfortunately, it looks like Stencyl wasn't designed to make large scale games so I'm going to be changing engines. That'll take ages though, and before I do, here's a sample of what I managed to make!

Lulanda is going to be a platformer action RPG sorta game. You progress through the game by exploring the overworld map, entering levels and retrieving Cometite. As you discover more Cometite, more areas will open up. You can also uncover hidden routes and secret levels! Pretty exciting stuff. You can also spend your gems inbetween levels to upgrade your sword and shield, and buy other equipment. I guess the game is gonna end up as kind of a Super Mario World/Zelda 2/Alex Kidd kind of game, if that makes any sense! So pretty amazing in other words. This is just a very early demo and a proof of concept. If you have any feedback I would seriously love to hear it! Hit me up at my email address: william.pellen@wilcodesign.com.au







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I fallen through the floor in the map of drills, when start the map, in direction to the exit.

Things were all right until I've fallen through floor =)

Otherwise, excellent start.

WilliamPellen responds:

Oh man, really?! Whereabouts?

if you ever got anywhere with this it probably be a sidestory and costume for another game... it wasnt bad though

WilliamPellen responds:

Sidestory and costume for another game?? What does that mean?

The UI and graphics look truly excellent in this game.

However, your storytelling is a little too deliberate. It would be easily possible to let novice gamers understand the principle of the game without the need for expository dialogue like that.

This very good article talks about some stuff like that: http://www.gamasutra.com/view/feature/3408/the_cabal_valves_design_process_.php

WilliamPellen responds:

Thanks for the link! I erred on the simpler side because it's just a demo, and normally a few levels would come before it that would introduce mechanics a bit more organically. It is definitely something that's tricky to balance!

Well, it looks like it should be a pretty good game, once you make it. :)