Post #13: Big News!!

Last April, Pixel Licker got some great news but I wasn’t able to announce it until now.  We are partnering with FDG Entertainment to bring Slayin’ 2 to the Nintendo Switch!  It is the first time we have been able to publish one of our games on a console and it is fulfilling a childhood dream 30+ years in the making.

3 years has gone by so fast but I hope fans of Slayin’ will be excited to play the new game.  The new 2P mode really fits the Switch, especially when you get a couch co-op session going.  Bug testing is pretty far along, so the hope is to have it ready for Nintendo submission in the coming months.

I am also going to be posting some of the other features of the game in the coming weeks to fuel the hype train.  Let’s spread the word to make Slayin’ 2’s launch a successful one!

Oh, and for people who have been following the PC version’s development, it has taken a bit of a back seat to the Switch port.  But it is definitely in the works for the future. 😉

Post #12: So Many Bosses

Every area of Slayin 2 has a boss, but the sheer number of areas meant that coming up with lots of interesting bosses was going to be a challenge.  Early on, Mega Man style bosses were used as inspiration for the basic boss AI.  The bosses needed to become more nimble and reactive to the player as the game got harder.  And the dual plane system meant that the bosses had to deal with players who jumped planes often. 

This has lead to a lot of boss revision as the game has developed.  Bosses evolved to have “multi plane” attacks as well as some attacks that force the player to switch planes in order to avoid damage.  In rare cases, the second plane is removed entirely, forcing the player to deal with the boss more directly.

Post #11: Status Effects

Another new system in Slayin 2 revolves around status effects.  Some enemies can stun, poison or slow the player.  The desert is filled with creatures that throw poison attacks, slowly draining your health.  Some player weapons reduce the damage, while some items actually nullify it all together.

The desert boss also likes to throw out poison and stun attacks.  But in true arcade fashion, wiggling the controller quickly can get you to wake up faster.

Post #9: 2P Mode

A lot of fans of Slayin wished they could take down the monster hordes with a friend.  In Slayin 2, you can do just that!  As you gather new characters into your party, you can bring a friend into any area to lend a helping hand.  There may also be additional competitive modes in case you want to compete for treasure or score.

Post #8: Actions Part Deux!!

The Knight’s Trusty Sword is great for hacking up enemies in the air and on the ground.  

Some weapons, like the Holy Mace, hit hard, but leave you vulnerable if you miss.  If brute force is more your style, nothing tears through bosses like the Holy Mace.  Just make sure you hit your target.

Post #5: The Town

Another new addition to Slayin 2 is the town.  Early on, the player will discover a town with lots of NPC’s to chat up.  Some of them run businesses where you can buys items, weapons or upgrades.  The town also evolves as you progress and gain Fame.  Patrons at the inn come and go, often giving helpful info or wanting to join you on your quest.  Most of the game’s back story and world building takes places in the town, so the more time you spend there, the more details you’ll learn.

Post #4: Brave New World

The first major change a player will notice in Slayin 2 is that the game now takes place on a world map.  This was done to break the game into smaller areas that have more unique experiences in them.  It also gives a more permanent sense of progression when compared to Slayin’s arcade format.  Each area can be replayed for score, as well as for gold, fame or secrets.

Currently, there are 30+ areas being developed.  Some focus on handling tricky enemies while others add hazardous terrain into the mix.  The main goal in designing each area is to make a fun experience that challenges the player in slightly different ways.

Post #3: The Knight Returns

Slayin 2 promises a few returning characters as well as a few new ones.  The tried and true default character is the Knight.  He still can run through enemies but also has a few new tricks.  The main addition is that his shield is no longer just for decoration.  He is able to deflect most projectiles and even convert them to treasure if you time your button press the moment the shield is struck.

All characters now use a 2 button control scheme: Jump and Action.  Jumping is now possible with all characters but behaves a little different for some.  Action refers to special attacks the player can unleash when they have built up their Spark Bar enough.  Actions are more spectacular and release more treasure when they hit enemies.  They also do less damage, so the key to higher scores and more loot is to use Actions whenever possible to milk enemies for their riches.

Post #2: Dual planes

One big addition to Slayin 2 is the dual plane system. The game field is now divided into a foreground and background plane. The player can freely jump back and forth between them, either to dodge an enemy or to reach a closer enemy to continue their combo chain. Since the game resolution has doubled, background art can now be a lot more detailed. But the two planes need to be carefully considered when laying out the background art.

When working out a background, I start with a sketch.  Then I block it out in color to figure out the lighting and the basic color palette.  Finally, the details and adjustments are done.  The whole process takes about a week.

Here is the Dark Forest area sketch and final.