Level Design: Fear, Cytoplasm, Hellbent Deathspew
Story: You are Dust, a particularly talented thief of ancient artifacts. You are nicknamed for your ability to slip into anything and disappear with a breeze. Your most notorious artifact has merged itself with you - an ancient Egyptian necklace. Every time you are killed, the necklace resurrects you safely. While it sounds like a useful thing to have, you feel the pain of your mutilation each time you die. You heard rumors in a seedy Turkish bar that a group of explorers had deciphered the famous Reis map to Atlantis, and were pooling their funds to take a deep sea exploration vessel to the Atlantic. You managed to steal their sub (you are a thief after all). With a small lead on the explorers, you entered the grand city...but there was no treasure waiting. You'd entered a death trap.
Looking back: This was one of my first journeys into "click" games where a magical little program could allow anyone with no programming skills to create quick and fun software. You'll see a lot of names listed in the credits, and that's because the game's origins came from Fear and Cytoplasm. I began to help them improve the artwork and ended up completely immersed in the project. Together we created a memorable character, some great levels, and overall one of the highest rated "click" games at the time. I think a port of this concept would work wonderfully on a cell phone. I really like the protagonist in Wrath of the Sea King, and hopefully we'll get a chance to revisit Dust's world one day. It was never intended to be an "epic" game more than a quick and fun little romp, but something about it screams for a bigger, better version. This game does *not* function correctly on my newest computer. A few sound effects play and then boom - it freezes. It was stable upon release, but over time (and new operating software) it has grown less stable. Such is the legacy of "click" games. That's not to say it won't work on *your* computer, but it's more or less dead in the water here at Bloodlust HQ.
Get Davide "Gendo Ikari" Mascolo's WotSK FAQ here!
* The game is about trying to complete it without losing too many lives (since they are infinite). Less lives lost overall means you will see more of the ending. If you see a preview of the sequel that has yet to be made, you've got the best ending. * There is a way to reclaim lost lives. There is a room where a door is hidden behind an object on a rope. For each kill, the rope raises, revealing more of the door. If you keep raising that door higher and higher and higher, the door will turn red. If you go through the transformed door, you will encounter Mr. Buddy Tardinski, in giant form, and each time you hit him you will have one lost life crossed off of your total. You can go "positive," so make sure to hit him a lot. He's used to it. * Each room has a password:
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