Designing chapters for Invertical

Can you make it through alive?

Since my last update I’ve been a little busy and not made the progress on Invertical that I would have liked. However I have managed to create an exciting new “Chapter” in the game with fairly unique gameplay compared to the other chapters. Whilst the core gameplay will always remain the same, I’m hoping each chapter will have a slightly unique style of play. My latest one is based around not getting impaled by the nasty spinning discs! Others will involve more puzzle solving and much less chance of dying, which are my personal preference. However having the game solving effectively the same puzzle won’t make it particularly enjoyable for a longer session so I’m looking to mix it up a little with these slightly different challenges. The new chapter still uses the player’s colour as all enemies and sharp things are black, white or grey. This means that avoiding an enemy isn’t necessarily about timing the jump but timing when you switch colour. For the more evil level designs this will be a combination of timing jumps and colour.

Can you solve this puzzle?

Just comparing the two screenshots, both early on in their respective chapters, you can see that completing them will be very different. For one you have to find a way through a challenging looking area without getting shredded and for the other you might not need to worry too much about dying but the challenge comes in finding the route may not be immediately obvious. Later levels in the chapters will often combine the two.

My intention is that there should be a good mixture of the different playing styles across the various chapters with the finales for each chapter adding a unique twist to avoid the game feeling repetetive. Currently it is weighted slightly more to the jumpy-timing style levels but I’ve a clear idea for how each chapter will play and I’ve simply just not got as far as those that involve more puzzle solving. There will also be a bonus level if you complete the game successfully that I’m quite excited to build. Whilst all the current levels are very much about the ascent, hence the vertical part of the name, this would be a LOT more open. I intend to make one very, very large level with multiple exits then a load of collectibles. Completing the level won’t be hard, collecting everything will be though! It will probably need save points though as it would be a little harsh if the player died with 20 books collected and had to start over!

Anyway, so that is a little update on what I’m working on and what is mainly on my mind when it comes to the development of Invertical. There’s a load more work to get done if I’m to finish the game in August but I’ll remain optimistic. In the meantime the Deep Sea Chapter is a good example of these different styles of gameplay and how they are both used within the Invertical colour based gameworld.

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