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Path To The Sky

01-18-2014, 06:27 PM
Joined: Oct 2012
Posts: 4,703
Path To The Sky

Once again, I'm not the dev, been following it on IndieDB

A procedurally generated platformer/roguelike fusion. You are a force knuckle pilot and propel yourself towards the Sky through aerial combat. The higher you manage to climb, the harder the enemies and challenges will become. The world is being generated around you as you move, there are not doors or portals to higher "floors". I am trying to create a fun game for short but challenging rounds of arcade gameplay.

Most recent update, showing off the sword and shield
"New animations, new tileset, new almost anything."

Some older combat GIFs

"Deoka is an elemental bird. You can control him to move elements such as fire, to light torches that will activate other mechanics like platforms. This shows how fire is moved. The player switches control to the bird, flys to the fire, picks it up and releases it at another torch. Then he switches back to Akamo, the main character."

01-18-2014, 06:32 PM
Joined: Jul 2011
Location: The red Skittle
Posts: 5,750
Hooooooly. Wow.

Need professional proofreading, editing or writing that won't break your budget?
Contact me at vladimirknight.com or via PM.

01-18-2014, 08:18 PM
Joined: Jul 2012
Posts: 7,666
Me likey.
01-18-2014, 09:26 PM
Joined: Oct 2012
Posts: 4,703
So asked the dev about the dash/aerial combat from the older versions of the game. His response:
The mechanic will definitely be in the game in one way or another, but it will have to be severely limited. The state of the game in those gifs was different: The levels were constructed of free floating blocks that could take some serious effort to get onto. Now the levels are more structured and offer more room for me to play around with stuff like obstacles, traps, ladders etc. It would be a shame if the player would be able to simply circumvent all that by abusing dashing mechanics.
So, what I will probably do is limit the amount of dashes and increase the difficulty to perform them. Dashing will also not be a base skill but rather something the player has to find or achieve. This way it will feel much more meaningful and rewarding. When you just throw free dashes at the player while the leveldesign doesnt require them, it stops being exciting pretty quickly :/
01-19-2014, 06:17 AM
Joined: Jul 2011
Location: Taiwan & Japan
Posts: 2,038
This one looks really amazing!!! Wow, I will definitely keep more than an eye on it!
01-19-2014, 02:18 PM
Joined: Dec 2009
Location: Leamington Spa, UK
Posts: 39
Looks great! Instant wishlist
02-15-2014, 03:08 PM
Joined: Oct 2012
Posts: 4,703
Art style shift