Overview
Astropods: Starside Glaze is a 2D Action-Sandbox Platformer. As a tag team of Hemi (pink) and Acro (blue), utilize their unique combat abilities and their expressive mobility in this wondrous, whimsical world in order to restore the Waterfall of Dreams, which has somehow gone missing.
Controller is recommended, and keybind changing is supported! I've been told that it is bugged when you enter a new room, so beware, as we investigate.
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STORY
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Hey lovelies, Zooka here!
Our planet is suffering right now! Our source of aura and dreams, the Waterfall of Dreams, has gone missing! How is that even possible?! To make matters worse, many who live in the wild have gone berserk! Since I am obviously a great and caring person, I shall lead investigations on this peculiar situation!
...Unfortunately, I can't do it myself. My specialty is intelligence, so I'm not fit for combat. Can't use my big brain to knock these guys out, after all. However! I can provide you a shop full of upgrades and other helpful goodies! Aren't I so great?? Now go stop these menaces to society, and I'll generously pay you!
...You do like money, don't you? I sure do, and if I were you, I would graciously accept that!
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CHARACTERS
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HEMI
ACRO
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PROGRESS
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Characters:
95%
Stages:
20%
Gameplay Systems:
80%
Dialogue & Story:
10%
Music:
10%
SFX:
30%
Updates
Ver 0.4.2 Changes:
- Fixed Acro's dialogue in Room 3 of Intro Stage to no longer go beyond the text box
- Added spike tileset to room 4 of Cheese Satellite; there were invisible spikes beforehand.
Ver 0.4.3 Changes:
- Menus have been visually revamped as a whole!
- Options menu now features these following functional features:
button remap,
volume sliders,
general gameplay adjustments/additions,
resolution select
(Alternative control options still under development)
- Button scheme now has distinguished UI and Gameplay buttons
- Input signs now actually update when input button has been changed in the settings
- Updated keyboard default control scheme to be less wacky (I actually don't know how F became jump)
- Music no longer restarts upon new room entry
- Default resolution is now 720p instead of 1080p
- Enemies can no longer hide behind signs when not knocked back
- Very slightly nerfed Hemi's and Acro's dash speed cap in the air
- Nerfed grab's aura cost and aura vamp
- Buffed grab range
- Nerfed Acro's special attack aura generation when landing hits with the cyclone
- Adjusted dialogue signs to look more innocuous
- Room 1 of the intro stage has been made slightly smaller, and now features a wall jump and pause sign, alongside more intuitive level geometry to guide wall jump usage
- Red zones now play a sound effect, and shake screen when entered through, signifying damage taken
- Normal enemies take overall reduced knockback due to weight increase and removing increased knockback for enemies with less than 100 HP
- Fixed Acro's dialogue in Room 3 of Intro Stage to no longer go beyond the text box
- Added spike tileset to room 4 of Cheese Satellite; there were invisible spikes beforehand.
Ver 0.4.3 Changes:
- Menus have been visually revamped as a whole!
- Options menu now features these following functional features:
button remap,
volume sliders,
general gameplay adjustments/additions,
resolution select
(Alternative control options still under development)
- Button scheme now has distinguished UI and Gameplay buttons
- Input signs now actually update when input button has been changed in the settings
- Updated keyboard default control scheme to be less wacky (I actually don't know how F became jump)
- Music no longer restarts upon new room entry
- Default resolution is now 720p instead of 1080p
- Enemies can no longer hide behind signs when not knocked back
- Very slightly nerfed Hemi's and Acro's dash speed cap in the air
- Nerfed grab's aura cost and aura vamp
- Buffed grab range
- Nerfed Acro's special attack aura generation when landing hits with the cyclone
- Adjusted dialogue signs to look more innocuous
- Room 1 of the intro stage has been made slightly smaller, and now features a wall jump and pause sign, alongside more intuitive level geometry to guide wall jump usage
- Red zones now play a sound effect, and shake screen when entered through, signifying damage taken
- Normal enemies take overall reduced knockback due to weight increase and removing increased knockback for enemies with less than 100 HP
Credits
CheesiMoon: Game Director, Artist, Programmer
Breadbinbran: Composer
Breadbinbran: Composer
I'm glad you had a lot of fun with it. Level design has definitely not been as fleshed out as the moveset of the characters, which we are looking to remedy ASAP. I think the lack of enemy types (specifically airborne) has been a big factor in this, so we'll definitely keep a watchful eye on the quality of the levels as we add more interesting enemies to fight.
As for the clipping issue you mentioned, I spotted the exact wall, and have fixed it. Due to the way I programmed anti-clip technology, I have to place terrain in a very specific way, or else you'll get stuck into walls pretty easily, so some problematic walls may slip under the radar. Thank you for noting this!
Once again, thank you for playing, and be sure to check out our future builds!