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Steam News12 June 20215y ago

Mid-June Development Review

Hey guys! I'm planning on having posts like this to review the development for Aleya's Ascent as frequently as I can so I can show progress and get feedback from those following the game's development.

In this update9

Full notes

Full Aleya's Ascent update

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Repeated intro

Hey guys! I'm planning on having posts like this to review the development for Aleya's Ascent as frequently as I can so I can show progress and get feedback from those following the game's development. I hope you enjoy this format!

What changed

0 fixes1 addition3 changes0 removals
  • Gameplay
  • Performance
  • Maps
addedMechanicsI've been developing some fun combat and platforming mechanics to add to Aleya's arsenal as the game progresses. It's important to me that Aleya's tool are all multipurpose, as in each one is useful in combat, platforming, exploration, and puzzle solving.
changedAstral ThreadAleya reaches up with an energy grapple hook, and if it hits a proper glyph/hitch or other attachement, she can pull herself up, or an object/enemy down. This can be used in combat to grab projectiles, in exploration to visit places that were previously inaccessible, and in platforming/puzzle solving.
changedLift/ThrowInspired by Celeste, with Madeline carrying Theo around and the great puzzles that came with, and by Legend of Zelda, with link smashing every pot he comes across, a mechanic like this felt important to the the style of game I'm trying to pull off. While not terribly exciting, this is an ability that could be upgraded to lift heavier and heavier objects for combat, exploration, and puzzle solving.
changedMountainsideThis is the opening area for the game, and extends for much of the surface region of the mountain map. I was hoping to portray a quiet, open area for the player to feel free in, hoping to contrast with some later regions that will be more claustrophobic.

Aleya's Ascent changes

  • Ancientmap
addedI've been developing some fun combat and platforming mechanics to add to Aleya's arsenal as the game progresses. It's important to me that Aleya's tool are all multipurpose, as in each one is useful in combat, platforming, exploration, and puzzle solving.
changedAleya reaches up with an energy grapple hook, and if it hits a proper glyph/hitch or other attachement, she can pull herself up, or an object/enemy down. This can be used in combat to grab projectiles, in exploration to visit places that were previously inaccessible, and in platforming/puzzle solving.
changedInspired by Celeste, with Madeline carrying Theo around and the great puzzles that came with, and by Legend of Zelda, with link smashing every pot he comes across, a mechanic like this felt important to the the style of game I'm trying to pull off. While not terribly exciting, this is an ability that could be upgraded to lift heavier and heavier objects for combat, exploration, and puzzle solving.
changedThis is the opening area for the game, and extends for much of the surface region of the mountain map. I was hoping to portray a quiet, open area for the player to feel free in, hoping to contrast with some later regions that will be more claustrophobic.

Mechanics

I've been developing some fun combat and platforming mechanics to add to Aleya's arsenal as the game progresses. It's important to me that Aleya's tool are all multipurpose, as in each one is useful in combat, platforming, exploration, and puzzle solving.

Bolt Throw

The 'Bolt Throw' mechanic was inspired by Zeus throwing lightning bolts. It's useful for striking enemies from a far, but also bouncing off of mirrors and hitting switches. I'm happy with how this came out and hope you like it too.

Astral Thread

Aleya reaches up with an energy grapple hook, and if it hits a proper glyph/hitch or other attachement, she can pull herself up, or an object/enemy down. This can be used in combat to grab projectiles, in exploration to visit places that were previously inaccessible, and in platforming/puzzle solving.

Lift/Throw

Inspired by Celeste, with Madeline carrying Theo around and the great puzzles that came with, and by Legend of Zelda, with link smashing every pot he comes across, a mechanic like this felt important to the the style of game I'm trying to pull off. While not terribly exciting, this is an ability that could be upgraded to lift heavier and heavier objects for combat, exploration, and puzzle solving.

Environments

Here is a look at some of the locations that I've been focused on developing, decorating and bringing to life:

Temple

These are rooms deep inside the temple. I used brick and columns to try and get a familiar feeling, but the walls and floor tiles show more foreign/bizarre symbols beneath the surface, hoping to entice the player into exploring to find out more.

Mountainside

This is the opening area for the game, and extends for much of the surface region of the mountain map. I was hoping to portray a quiet, open area for the player to feel free in, hoping to contrast with some later regions that will be more claustrophobic.

Labyrinth

This is an early version of the labyrinth tile set, and is quite bare as far as decoration goes. This is going to be one of those tight, maze-like regions deep into the city that hasn't been seen in centuries or millennia, so I wanted to evoke a foreign, strange and uncomfortable feeling. It's a bit too clean/ well maintained for my liking at the moment, but maybe that can serve to hint to the player that they're not alone down here...

Enemies

These are some of many enemies that you'll be able to find in Aleya's Ascent.

Deeplurker

There is always a bigger fish in the pond, especially when the pond is an ancient cities enormous water system that has been in the dark and left alone for a very long while. The watery sections of the game will have things that lurk beneath the surface, and if Aleya doesn't hide strategically, may snatch her up as lunch.

Stonebound/Scuttle/Rock-crab

The names are a work in progress, but these are small rocks and pebbles that are animated by lesser spirits that surround magical artifacts and powerful astral beings. They are easy to take on one-on-one, but a stampede of them can be a struggle.

Floating Sentinels

These are floating drones that chase and

Source

Steam News / 12 June 2021

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