Prototype: Quebic Version 0.1.0


Quebic Development Update - Gameplay Progress

Hello everyone! We’re excited to share our latest progress on Project Quebic, our 2D Metroidvania platformer set in an alternate, steampunk-infused Victorian London.

Big NOTE This version is a very early stage of the game. there will be bugs and a lot of placeholders in the game.

Game Concept Refinement

We’ve been fine-tuning our core game concept:

  • A fluid, fast-paced Metroidvania experience
  • Set in a conceptually rich steampunk version of Victorian London
  • Featuring a unique time manipulation mechanic

Our core gameplay loop revolves around exploration, strategic combat, and clever use of time-bending abilities.

Gameplay Mechanics

Traversal

  • Designed smooth, responsive movement controls
  • Implemented dynamic wall-jumping for vertical exploration
  • Added a dash ability that doubles as an invincibility frame

Combat

  • Developed a combo-based attack system
  • Created the “Jump Uppercut” special move for aerial combat
  • Designed two enemy types: close-range Grunts and long-range Gunners

Time Manipulation

  • Fleshed out the Time Freeze ability, allowing players to halt objects and enemies
  • Balanced time powers with an energy system to prevent overuse

World Building

  • Crafted a rich alternate history for our steampunk London
  • Developed distinct social classes to add depth to the game world
  • Conceptualized varied city areas, from opulent high-class districts to gritty industrial zones

Level Design

  • Mapped out the game’s overall structure, including major acts and areas
  • Introduced engaging level mechanics like unstable platforms and breakable walls
  • Detailed Whitechapel as our first major hub area, showcasing the industrial heart of steampunk London

Concerns and Notes

As we progress with Quebic’s development, we’ve identified several areas that require careful consideration:

  • Level Design Complexity

    • Concern: As we introduce more intricate level mechanics (unstable platforms, breakable walls), we risk overwhelming players or creating overly complex navigation.
    • Note: We’ll need to carefully pace the introduction of these elements and ensure clear visual cues for player guidance.
  • Metroidvania Progression

    • Concern: Balancing the unlock of abilities with level access to create a satisfying progression curve.
    • Note: As we are just started we cannot have a clear view of how our progression will go

Concept Art (note that it have not been implemented)

We’re thrilled with the gameplay systems we’ve designed so far and are excited to continue developing the unique experience of Quebic. Stay tuned for future updates as we refine these mechanics and bring our steampunk world to life through gameplay!

Files

Project Quebic 0.1.0.zip 44 MB
Jul 03, 2024

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