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DMGThaWhale
— Fantasy Marble
#fantasy
#indie
#mockup
#pixelart
#sprite
#gamedesign
#gamedevelopment
#medievalfantasy
#indiegame
#indiedev
Published:
2022-09-17 13:42:59 +0000 UTC
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Description
The above name is but a temporary one. This is the finished version of a mockup I had published some time ago and have since removed to avoid redundancy.
So this version has a completed HUD, with, from left to right:
-The marble counter, with the bonus bar beneath it. Said bar is increased by 1 segment each time a target is taken down succesfully.
-The life bar and the combo bar. The former is self explanatory, though it should be said that it is linked to the racket and not the marble. The combo bar fills up as the marble bounces off succesfully onto the level and its enemies. The segments it has represents the level of power that the marble has, and thus, depending on the marble, what special effects are activated. Said effects depend on the marble, with some becoming simply bigger, while others could have more outlandish effects such as leaving a trail of vines, splashes of lava and such.
When a marble is lost, the combo bar's level decreases by a quarter. The equiped marble will affects how many segments the combo bar has: typically, the more powerful the marble, the more segments.
-The Marble Selector, which not only displays what marbles you have equipped at the moment but also which one is currently active. This is the part of the HUD that is more likely to change in the final product, but as is, before a level, the player chooses up to three marbles, each one with its own powers. This enables a good amount of flexibility.
-The Surge Medallions, which are very much alike super weapons that you can find in many shoot 'em up games, in that when spent, they will trigger a special effect when the marble touches the racket. These effects can range from a bouncing laser to an explosion on the next point that the marble bounces on. Depending on the power of the equipped medallion, you may have access to more or less than 4 at a time within a level.
-Finally, the coin counter, which is self-eexplanatory. Not only do you earn coins by taking down targets, but you will gain a bonus once the level is cleared, depending on how well you did overall. If you clear the level without taking a hit, you will gain a multiplier to your overall coin count. Said multiplier depends of the level's difficulty.
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