Thanks! Unfortunately I've been too busy to make enough progress to post a devlog, but I have been chipping away at creating the hub area that I'm looking forward to revealing in the coming months. I can't promise a Steam demo is coming this year because I want to make sure it's polished in order to have a good first impression on there.
JustInvoke
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Thanks, comments like this mean a lot to me. I've started working on more levels but it will be a while before they're in the game.
Inspirations for the controls include games like Crash Bandicoot, Mario, and Celeste to some extent. Celeste has similar dash and momentum mechanics and wall climbing (not wall running so much). Razorlocks can crouch, slide, and spin like Crash. There's also the dive ability that's comparable to the ground pound in Mario or Crash's belly flop (except the dive move in Razorlocks locks you into dashing when landing). Mario can wall jump, but not wall run. Mario Galaxy also has a spin move that allows you to gain airborne height/distance.
The grapple mechanic doesn't have a clear inspiration that I can remember, but I think it helps make the game stand out. In the past I've made some driving/racing games and those have a strong sense of momentum and fluidity that I've tried to replicate here.