Art Direction: Feels Evil
Art & Animations: Nyanko Games
Development: Nyanko Games
Music & Sound: Crayu
JP Translation: Edie
This page describes the details for a short 2D brawler with focus on limited controls featuring original characters created & owned by Feels Evil
The character is a floating imp that goes by the name of ♠ "Spade".
♠ "Spade" tries to escape the depths of The Underworld in order to experience the magic of floating freely underneath open sky. The Player will be forced to fight through many hostile caves and areas in order to reach the exit which happens to be a massive Volcano.
The game is a linear, fantasy-themed, simple, arcade 2D brawler with a built-in local leader-board in which the Player(s) can rank themselves based on their score.
-Learn the timing to successfully block projectiles
-Collect Souls to reach higher scores
-Advance to the next Stage until the End is reached
5. Players Skillset
-Timing Button Presses
A - Attack
B - Block
🡅 - Float Up
🡇 - Down
🡄 - Move to the Left
🡆 - Move to the Right
Start - Pause Menu
Select - N/A
-The platforming Mechanic will be an exact replica of "Jetpac" (Reference 1).
-🡅 Floating being a key element with the difficulty coming from not being able to fly through Platforms from underneath.
-🡇 while floating will allow the Player to go down faster.
-A Attacking will destroy Enemies and Obstacles. The challenge comes from getting to the Enemies since most of them have projectiles or Jump patterns.
-Holding the B Block Button will cause a Projectile to not hurt you.
-Pressing the B Block Button right before contact will cause the Projectile to fly back at the enemy and destroy them while rewarding the player with a higher score.
-Killing an Enemy via A Attacking increases the Score by +50
-Killing an Enemy by timing a successful B Block increases the Score by +100
-Collecting a Soul increases the Score by +10
-Each Level will feature more difficult to defeat enemies and a higher amount of enemies.
-Each Level will have more difficult Platforming passages and less forgiving falls / More Spikes and pits.
-There are no boss fights.
-Getting to the next Level is achieved by going through the final cave exit of each stage. This exit is marked by a large white glowing Gate made out of rocks that are the color of the next respective stage e.g. Exiting Blue Cave into Silver Cave will be done by going through a Silver Gate)
-The Game is Saved at the beginning of each stage. There are no checkpoints.
-[ATTACK ENEMY] (Enemies that can only be killed via an A Attack)
-[BLOCK ENEMY] (Enemies that can only be killed via a timed B Block)
-[BLOCKATTACK ENEMY] (Enemies that have to be Blocked via a timed B Block and then attacked with an A Attack to clear)
Stage 0 (Intro) - Dark Red Cave Tileset (Cutscene Stage, 1 Tile)
1st Tile: Cutscene, Spade waking up in a Demonic Prison Cell with a scroll. Spade doing a short "?" expression when seeing the Scroll. The Player is then given control and can walk to the Scroll and interact with it via A Attacking. Doing so, will cause the Player to be teleported to Stage 1.
Stage 1 (Beginner)– Grey Cave Tileset (Medium Stage, 6 Tiles) / Electrics
1st Tile: Simple Platforming, getting used to Velocity of 🡅 Up Button
2nd Tile: Simple Platforming, getting used to not being able to jump through Platforms from underneath
3rd Tile: [ATTACK ENEMY] First Enemy Encounter, getting used to A Attack Button
4th Tile: [BLOCK ENEMY] Second Enemy Encounter, getting used to timing B Block
5th Tile: [ATTACK ENEMY] [BLOCK ENEMY] Platforming over Pit, Platforming above Platforms
6th Tile: Platforming upwards, Exit Gate to Stage 2
Stage 2 – Green Cave Tileset (Medium Stage, 8 Tiles) / Plants
1st Tile: [ATTACK ENEMY] [BLOCK ENEMY] Platforming right
2nd Tile: [BLOCK ENEMY] Platforming upwards
3rd Tile: [ATTACK ENEMY] [BLOCKATTACK ENEMY] Platforming right
4th Tile: [ATTACK ENEMY] [BLOCK ENEMY] Platforming right
5th Tile: [BLOCK ENEMY] [BLOCKATTACK ENEMY] Platforming upwards
6th Tile: [ATTACK ENEMY] [BLOCK ENEMY] [BLOCKATTACK ENEMY] Platforming upwards
7th tile: [ATTACK ENEMY] [BLOCK ENEMY] [BLOCKATTACK ENEMY] Platforming right
8th tile: Platforming upwards, Exit Gate to END OF DEMO
Losing 1 Life
-Losing 3 HP by Enemy Damage
-Falling into Spikes
-Falling down a pit
Losing ALL Lifes
-Game Over (Causes Game to start from Title Screen)
-Atari 16bit type graphics in the style of "Kero Blaster" (Reference 2)
-Simple but Cute Enemy Design
-Player in Portrait Perspective
-Partially having levels that require to go upwards
-Platforms can’t be accessed from underneath
-1 Layered Foreground
-2 Layered Background
-Sound Effects in Retro Style
-Successfully Timed Block should give a “Bling” sound effect as if the projectile is hitting metal
-Background Music/OST should exclusively utilize the “Pxtone” library (Reference 3)
The demo & final game will be made available for Free
Consider for Full Game:
Budget: Privately & Independently funded by Feels Evil
Development: Prototype, Demo and Final Build will be developed and supervised by Nyanko Games
Marketing: N/A (Personal Project)
Target: Retro Gamers & Indie Enthusiasts
-Japanese (Translated by Edie)
17. Cut Ideas
Player 1 always starts the game as ♠ “Spade” while Player 2 to 4 are able to choose between ♥ “Heart”, ♦ “Diamond” & ♣ “Club”. Player 1 is able to unlock the other characters for Singleplayer after the first Playthrough. Only one of each character can be played at a time. The characters all share the same abilities and have contrasting palettes for visibility.