Robit Studios and Chucklefish are collaborating on Treasure Adventure World: a commercial, HD remake of Treasure Adventure Game (a wonderful, freeware Metroidvania from 2011). Their press release shares some of the main changes to expect from the new version:
- New engine, smoother gameplay, HD widescreen mode
- High-res, hand-drawn art by Christine Crossley
- New music and sound by Robert Ellis
- More treasures and collectibles, remixed puzzles and new equipment
- Improvements to enemy AI, more intense boss fights
- More tightly-focused story, intriguing cutscenes, charming NPCs and new multiple endings
There is also some info in the Indie Statik post on TAW, which helps to expand upon the press release.
Additionally, those curious about experiencing the game’s earlier incarnations can download Karma as an exclusive bonus from the GOG.com release of TAG. The games in Karma aren’t as fully polished as TAG was, but they are great samples of how drastic development can be from one iteration to the next.
Colin Northway’s physics puzzler Incredipede came out last week. In this unique game you guide a little cyclopean creature named Quozzle to the sunbeam at the end of 60 pre-made levels or a potentially infinite number of user-made levels (currently there are over a hundred in the in-game level browser). The challenge arises from controlling Quozzle’s legs, which are built out of long bones and squishy muscles. Some levels will give you a pre-made body and task you with the movement only, whereas others will let you place musculature or even bones. Needless to say, solutions to Incredipede’s levels can be quite varied and the free-form nature of the puzzles are a big part of the game’s appeal.
Overall, the production values are quite good, with attractive woodblock-style visuals by Thomas Shahan and sound effects by Super Meat Boy’s Jordan Fehr. Perhaps most impressive, however, is the game’s interface, which is quite intuitive, whether you’re adding legs to Quozzle or developing your own level to share with other players online. This is especially important given how often you’ll be tweaking your creations, which, if you’re anything like me, will veer toward the break-dancing, as-many-legs-as-possible variety.
Fans of Colin’s first title, Fantastic Contraption, will feel at home with Incredipede, as they are similar games at heart. Incredipede is available for $15 direct or from GOG.com. An 11-level demo is playable on the game’s website but does not include any of levels where you get to design your own Quozzle.
Steam Greenlight: Incredipede
Retro-inspired platformer and puzzler La-Mulana will be returning to its PC roots next week.
Priced at $15 USD, the PC version of this remake will include the Hell Temple and Attack Mode features that were made available as DLC on the WiiWare version, as well as support easy modification of the game.
La-Mulana will be available at the launch of Playism’s new English site on July 13, 2012. The original game can still be downloaded for free however, so be sure to check it out in the meantime!
Hydra Castle Labyrinth is a nice Galious-like by E. Hashimoto (aka “Buster”), who also made Akuji the Demon. The game was released last year and has been fully translated into English by Gary the Krampus.
HACK9 by wahiko is a relatively old Cave Story inspired platformer that is more difficult than it should be. I liked the basic gameplay and the variety of music, but grinding shouldn’t be a core requirement for getting through a Metroidvania. Additionally, there is so much Japanese dialogue in the game that it’s easy for players of other first languages to not know what to do next.
For months it sat ignored on my hard drive after I gave up on exploring the game’s world, since I couldn’t unlock any areas beyond the default availability. However, one dedicated player (nintendofan100) made a video walkthrough, with aid of some helpful comments on the Indiegames.com Blog post on HACK9, which has made the game much more accessible and has allowed me to appreciate the game more.
The video at the top, however, isn’t part of the walkthrough linked before but was chosen to present how confusing the game’s language and design barriers can be and because it contains the game’s audio (unlike the walkthrough).
Momodora II is a Cave Story-inspired Metroidvania by rdein. You play Momo, a shrine maiden that’s been sent to defeat the Underworld Queen using a leaf and playing cards. It’s a short but charming game.
Little is known for sure concerning upcoming, relatively unknown yet already highly anticipated indie title Terraria, as the developer was caught unprepared when Minecraft developer Notch posted a link to the game’s trailer on his Twitter account, sending hundreds of interested gamers its way. To help introduce curious followers to the project, developer Andrew “Redigit” Spinks (of Super Mario Bros. X) has begun slowly releasing a series of gameplay videos of a co-op session between him and a dev-team member.
The videos show multiplayer arcade-style, side-scrolling action set in a randomly generated world with destructible terrain, resource gathering, a large crafting system, fluid mechanics, plenty of monsters to fight, and much more. Despite Notch’s linking to it – and many people immediately comparing it to the similar Minecraft – the gameplay and art remind me much more of the side-scrolling, resource-gathering gameplay of the CLONK series. For that reason, I for one am eagerly awaiting further information concerning Terraria.
Endeavor is a Metroidvania with multiple endings and a story about a dwarf who is asked by his dead father to try to gain the strength and wisdom to obtain a treasure that has been handed down their family for generations. After learning the basics while exploring your home land the story takes a sudden turn (or literally a fall). It is up to you to choose what to do from there.
Zillix started making the game for the October challenge at Ludum Dare and as a sequel to his mini-LD entry, Summit. Earlier this month he got Endeavor sponsored by Newgrounds, and he also has it up at Kongregate (where it is doing quiet well in the monthly ranking contest for new games).
I like the slightly obscured look of the tiny pixel art and the variety and quality of the music. It took me an hour or two to finish the game the first time, but the length was significantly shorter when I started over to get the other endings. I also enjoyed the non-linear, power up encapsulated exploration so much I highly recommend Endeavor.
TIGdb: Entry for Endeavor
Hero Core is the next game from Iji creator Daniel Remar, due out May 1st. Sequel to his retro-inspired action/adventure Hero, it features an open map, a bunch of secrets, multiple difficulties and modes (that even change the layout of the game), an alternate “retro” language setting, and “up to two colors simultaneously!” Well, right on!
PRIMARY OBJECTIVE: DESTROY CRUISER TETRON ONCE MORE
REDDER is a game by Anna Anthropy / Auntie Pixelante, with music by Amon26. It’s an exploration platformer focused around an alternating green/red block switch mechanic, similar to the mechanic used in the third pendent dungeon in the SNES classic A Link to the Past.
I found the colors very nice (even though the backgrounds are often just gradients, there’s a lot that can be done with just gradients of color), and the exploration of a fairly large world excellent. In a few ways the game resembles VVVVVV, but only in basic structure: a world of screen-sized rooms, numerous checkpoints, things to collect, but is more non-linear, slower-paced, and not as focused on challenge (you won’t die very often if you’re decent at platformers).
I’ve played through many of her other games (When Pig’s Fly, Calamity Annie, Mighty Jill Off, Invader), and so far this one’s by far my favorite; maybe you guys will agree.