Filetrip Logo


A Werewolf Tale WIP Neo Compo 2012 Edition



Thumbnail 1 for A Werewolf Tale
Thumbnail 2 for A Werewolf Tale
Thumbnail 3 for A Werewolf Tale
Thumbnail 4 for A Werewolf Tale
Hi, this my entry for the compo. It is called "A werewolf tale" and it is a chaotic puzzle action game.
You are the werewolf of the title and you decide to enter dracula's castle to ask him to delete his course.
Dracula's not happy to have visitors so you got plenty of his fellows that will try to stop you!
Reach the Dracula's room to free yourself.

TAKE CONTROL:
left - right (d-pad) move the character.
b button punch
a button jump
L or R defense
left (or right) + down + b dash

GAME MECHANIC AND SCORING SYSTEM
Your werewolf has the ability to walk any wall or roof. He can punch, dash and jump.
Punch or dash your enemies right in head to kill them.
Use defense to daze your opponent in case of direct attack or to reflect them the bullets they throw you.
When you jump, you go directly to the wall opposite to the one you stand. Landing on spikes will hurt you and throw you back at the start point of your jump. Your jump works also as attack and defense together: it reflects bullets and kills enemies. It's the most effective and rapid weapon to collect chain score.

There are three gauges on the osd: the red one tells you how's your health, the green one is the magic meter and the blue one is the chain meter.
The green one is charged by green gems you obtain killing enemies. Once the gauge is full, if you have acquired powerups during games, you'll be able to use them.
Once your green meter is full, the enemies will drop golden ingots, which size depends on your blue chain meter counter. Bigger ingot bigger points value. Any time you kill an enemy the blue gauge replenishes and starts a rapid depleting. To rise up your chain counter you have to defeat an enemy before the chain gauge goes down to 0.

The game still have glitches and bugs here and there, and it also lacks all the boss fights i'm planning to put in it.
By now powerups aren't activated. They will appear in the final version along with bosses, rankings, time run mode, practice mode and difficulty level selection.
It requires a bit to get used to the "LEFT-RIGHT" sort of controls, so i put some empty rooms at the beginning to practice. The game starts to be really hard soon after the tutorial..

Change log (WIP Neo Compo 2012 Edition):
comments powered by Disqus