
This is the first multi-level demo that I’ve shown with the Citrus Engine. I’m very excited for you guys to see how easy that it is to load and switch between levels.
Since this is a multi-level demo, I’ve combined experiments three and four into it. Experiment three plays around with the idea of a “crank” object manipulating multiple world objects. By twisting the crank, the hero can expell Juulberries (coins) and Beduls (Goombas). The crank also opens the door to the right. Notice how the crank slowly spins backwards when the hero isn’t spinning it, thus slowly closing the door. This is done to create a sense of tention between the player’s decision to continue turning the crank, or to kill the Bedul and pick up the Juulberries. As always, let me know what you think of the level of difficulty. What did you like about it? What can be improved?
The fourth experiment I’ve called “Rising Totems”. I implemented the same rising platform that I presented in the Jumping Experiment, but now they are used strategically to create a puzzle situation. I’ve had some testers figure this level out very quickly, while some never figured it out. How did you do? Was it easy to figure out, or too difficult?
With the Citrus Engine being released in just a few weeks, I am hard at work getting everything ready. There is tons to be done, such as documentation, tutorials, API tweaking, marketing, and demos. It’s all coming along very smoothly, and I am very excited about the Citrus Engine’s potential. If you’d like to use the Citrus Engine in your own game, check out the new download page for pricing and feature comparison.
I hope you liked these experiments. Just so you know, Twitter followers saw it first.