Version 5, last updated by sethillgard at October 26, 2009 12:22 UTC
Technical
Game design
- Ascending levels
- Wall slide gameplay innovations
- Aerial dash + Double jump + Wall slide = Super platformer
- Destructible walls by power attacks
- An "evade" level where your objective is to run to the end while you are being chased down
- Create a river level. Want to go faster? Jump!
- Certain enemies will consume your aura
- Dark aura level
- A part of a level with a game play based on a metronomic sound (a kind of meditation part..) to solve some combination problems
- Oken is able to hang up
- Levels have a lot of arenas
- Enemies only appear on arenas <----- Better have enemies on both arenas and on platformer parts
Art