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