One year making a Legends-like, one hour of gameplay demo!

Been working on a Legends-like game on my free time for about a year now. Next week is the anniversary, and I just got a second demo out:

https://cloudyfocus.itch.io/adamant-heart

For those who don't know, it's a spiritual successor to Megaman Legends. It follows the same style and vibe as a 90s game, while adding some modern gameplay mechanics to make it more enjoyable.

This new playtest has around 1h of content, played at a leisurely pace. Unfortunately I couldn't add a second ruin beyond the tutorial one, but the plan is to release a 3rd demo that will bring more polish.

If you played the first demo, make sure to give this second one a go. It has plenty of new stuff:

  • Added 30 minutes of gameplay overall
  • More cutscenes and characters, and a more fleshed out story
  • Expanded the tutorial ruins with more content
  • Added sprint mechanics and more enemies, traps and such

In general, it's more polished now even if it still has a long way to go. Enjoy!

If you're interested in the project overall, you can follow me at X, and wishlist it on Steam. Still a hobby, though:

https://x.com/iamcloudyfocus
https://store.steampowered.com/app/4332020/Adamant_Heart/

u/iamcloudyfocus — 7 days ago

How do you like E-tanks the most?

I'm working on an E-Tanks mechanic for my Legends-like game, but a bit undecided on how to proceed. Might as well ask away!

MML has the Energy Canteen that must be purchased and upgraded using zenny, and also recharged at junkshops.

In here, the idea has a few differences:

  • There is both a Health Tank and an Weapon Energy Tank
  • Both are crafted with parts found from ruins
  • They don't upgrade, but instead scale with max health and energy

In short, they are closer to MMX in how they work. I'm undecided on some aspects though:

  • Should there be multiple health tanks? How many is too many?
  • Can they be recharged with overhealing? Maybe talking to your mascot at checkpoints?
  • Should there be other types of tanks, like for temporary damage boosts, or status healing?

Gimme your ideas! Video is unrelated but I hope you like it.

u/iamcloudyfocus — 1 month ago
▲ 961 r/Megaman+2 crossposts

11 months into Godot and 3D, making an action shooter

Found some old footage and wanted to do a comparison. It’s been a lot of work but also lots of fun! Also, plenty of learning on 3D and physics.

The game is Adamant Heart.

u/Girotin — 2 months ago

Ready for playtesting!

Hey everyone! After 10 months of development, I finally got the first playtest for my Legends-inspired indie game. Check it out here:

https://cloudyfocus.itch.io/adamant-heart

This release has around 15mins of gameplay, with a tutorial dungeon and a little surface exploration. It’s unbalanced and some stuff needs tweaking, but it’s playable.

Go give it a try, and let me know what you think. Feedback, suggestions and bug reports welcome!

The plan is to release some more content, until it can be called a proper demo with more characters and plot.

cloudyfocus.itch.io
u/iamcloudyfocus — 3 months ago

I'm progressing on my MML-inspired game, little by little.

Lately, I've been debating on whether the current "active" upgrades to get during the game are enticing enough or not-- hi jumping, air gliding like in MMX4, and MML-like dashing. Basically, the kind of abilities you use to move around and reach new areas.

There is also passive stuff like attracting pickups, armor, health, and finding treasure, but I don't count those.

I was thinking if there could be more variety of abilities to get, and maybe create some discussion going to get fresh ideas. So:

What kind of movement abilities would you add to MML?

Maybe there could be a MMX-style combat dash, or a grapple? The idea would be to use these skills to make traversing levels more fun, as well as making combat more engaging.

I'm not too sure though, since I kind of like the simple approach with a focus on weapon loadout instead. What do you think?

As always, if you are interested in this project: it's an original game, heavily inspired by MML, done on my free time. I post stuff about it on X, and it has a Steam page. No youtube or discord yet, though:

https://store.steampowered.com/app/4332020/Adamant_Heart/

https://x.com/iamcloudyfocus

u/iamcloudyfocus — 4 months ago

I got into gamedev last year for fun, and I've been making something resembling OoT Zelda, with dungeon elements and exploration. More at the footnote.

Lately I've been thinking hard on dungeon design, and I'd love some deeper talk on what makes a good dungeon. I figured I'd ask everyone over here.

Going mostly off OoT and similar games, I did come to the conclusion that:

Visuals are important in multiple ways. Key locations that let you orient yourself while providing lore and ambience, like Dodongo's cavern or the Shadow temple. These feel like they provide immersion AND also help you think in 3D space to get a grasp of a room.

Linearity is bad and should be at least disguised. In the end, many dungeons are a kind of a straight path, but things should feel like you are dictating your own progress without an invisible floor master guiding you. Feels like the whole point of exploration should be to protect the illusion of freedom at all times.

Information should be given on cues. I recall the Ancient Cistern spoiling you the solution early on, which I think should NOT be done. All the hints should be shown to you either by trying stuff out in a controlled environment (Valve style) or by building up complexity (classic Megaman style).

There should be loredumps all throughtout the dungeon. This is something zelda does far too little I think. Ideally, exploration should be marked with lots of small spaces and corners containing some bits of lore: scribbles on the wall, a makeshift grave, or simply stuff lying on the floor that you can interact with to get lore tidbits. I think this would make exploring stuff far more rewarding.

Aha moments are the core of dungeons, so they should have multiple solutions. TotK taught me that solving stuff more than one way is fun. So ideally, a dungeon puzzle should have multiple ways to solve it, but maybe rewarding different things or opening different paths.

What is your take? Elaborate answers welcome!

PS: For more clarification, I'm doing something like a spiritual sucessor to Megaman Legends on my free time, but I definitely want to make it closer to a Zelda with exploration and a slight Metroidvania element to it.

I feel like the actual dungeoneering should be something that makes you feel rewarded at every step.

reddit.com
u/iamcloudyfocus — 4 months ago