Halloween platform adventure game made over a weekend

I spent last weekend and today putting together a short Halloween platform game.  Collect the pumpkins, sweets (candy), cupcakes and find the keys to open the doors of the castle.  Literally put together in 24 hours, and half of that time was spent drawing the game.

Halloween Paraspud game screenshot 1

Halloween Paraspud game screenshot 1

Halloween Paraspud screenshot number 2

Halloween Paraspud screenshot number 2

Explore the infinite, quirky hand-drawn neon world at night time, collecting candy, pumpkins and cupcakes.  Once you have found all the pumpkins, the pumpkin key will be revealed, somewhere in the level, same goes for the cupcakes.  You must retrieve the right key to unlock one of the doors of the castle, where you will find whether you are …rubbish, MONSTROUS, or some creature of the night?

The music was created on my Korg Electribe EMX-1.

I’ll appreciate comments, good and bad.

Play my halloween hand drawn game free, here on Kongregate.

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5 Comments

  1. Guy
    Posted October 31, 2010 at 11:25 | Permalink

    Hi Pete,

    Like the neon theme, very reminds me of the ghost train I went on at black pool recently. Couldn’t play the game as on a Mac!

    Would be nice to see more ghoulish scenery i.e. gargoyles, ghosts flying around, witches on brooms, cat and wot not. But like the quirk.

    Node

  2. Posted November 15, 2010 at 05:29 | Permalink

    I see you’re not using tiles on your hand-drawn game, so it must be vectors drawn invisibly on top of your drawing. Looks like you are using a physics engine too. What platform/framework are you using? I’m working on a massive tile-based game, but always wanted to just use the drawings as art, but for iPad it would be take too much memory.

  3. Posted November 16, 2010 at 12:17 | Permalink

    Yes it is not tile-based like most 2D platform games. I developed a user-friendly 2D platform game engine from scratch (I’m currently porting this over to AS3).

    Basically there is a large background, invisible 2-colour bitmap layers for the walls, platforms, and ceilings collision detection, and then a foreground layer for imagery in front of the character (this is unused in the halloween level). All of the layers are sliced up exactly the same amount into smaller blocks, the size can be customised and is usually about 250px square or thereabouts.

    I’d love help from AS3 programmers, as I don’t have much time on my hands!

    Hope that helps, but if it doesn’t make much sense, I’m writing a full article on exactly how it all works. Check back soon!

  4. Posted February 13, 2011 at 02:34 | Permalink

    Held my attention until the very end. I think I got a perfect score. :) Not really experimental but good work completing a full game.

  5. Gotak
    Posted July 4, 2011 at 19:35 | Permalink

    Very cool. I like the idea of using the layers and invisible collison detection instead of the usual tile system.

    I would love to see the engine. :)

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