General Information
Kilaflow is an upcoming fast paced 3d platformer inspired by games such as the Sonic Adventure, Super Monkey Ball, and Crash Bandicoot Series. Play as the mascot of a blazing fast (for it's time) antivirus software to clear out corruptions and viruses from various devices around a town.
This demo is available on Windows and Linux!
This game features numerous byte sized levels per world with a focus on speedrunning and replayability in mind, with environments, aesthetics, and controls similar to games you may have seen in the late 90's and early 2000's.
Walk, Run, Jump, Bounce, and FLOW your way through these colorful stages and strive to get the best time possible as well as saving every corrupted critter to weaken the source of the virus.
The game initially started out as just a small tech demo for testing out Godot 4 and a new control scheme for another game of mine, but has since grown into it's own full fledged game with one main goal: Make a high speed platformer where you CANT just hold forward or let go of the controller!
If you let go of the stick, you stop on a dime! The only momentum you keep is vertical momentum, which can be manipulated by the games FLOW mechanic to achieve greater heights or make it across larger gaps. Instead of gaining horizontal speed overtime, Kila has different "Gears" you can kick into with set speeds you can activate by doing certain actions, usually relating to FLOW. The idea is to give the player full control over how fast they're moving and know exactly where they will land, mixing the speed you'd get from a Sonic game with the precision you'd get from a Crash Bandicoot game.
This game is in it's very early stages and everything is subject to change. If you have any suggestions or feedback, please let me know! The first playable demo will be available during the SAGE 2023 event!
The download should be available on the right! But if not, here's some mirror downloads you can try:
Itch.io (also contains old versions in case the current versions break for some reason!)
Google Drive (Windows)
Google Drive (Linux)
Ironically, I am unsure if a Mac version will be made at this time as mac can be rather obtuse to make builds for, but i'll be trying to do so if i have the time and if people deem it important enough!
No audio feedback? Did you toggle "shut kila up" without noticing?
I ran out of time to implement the end result stuff yeah. The 1.2 update i'm about to push will add at least one of them.
I can see about making adjustments to it especially on less vertical levels like 1-2. Generally there seems to be concerns with judging depth when playing the game which may have many different factors but I'll see if simple camera adjustments will do in this regard
flow buffer has been brought up previously, so that's something that will definitely be added in the next demo/ version 1.3 of the SAGE demo
Adding more forgiving mechanics to the game is a major priority right now for sure. In the 1.2 update i'm about to push, coyote time and double jump mechanics have been added. Hope this makes playing the game a bit more forgiving.
Nice to hear that ya like the idea of the game so far! Hope i can present the game even better next time!