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Archive for the ‘Super Lovely Planet’ Category

Super Lovely Planet – Playing a Level

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Much like the controls we discussed in the last post, Super Lovely Planet doesn’t over complicate things with all the mechanics complementing the core platforming experience. Every level is a linear get to the exit challenge. It has a start point and an end point with traps and enemies conspiring to push you back. Much […]

Super Lovely Planet – The Controls and Platforming

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In its platforming, Super Lovely Planet is more Castlevania than Mario. If there was one thing unique about this game that sets it apart from other games in the same genre, it’s that it takes inspiration from the kind of 80’s 2D platformer that got mixed reviews on its controls. Think Ghouls ‘n’ Goblins and […]

Super Lovely Planet – World and Progression System

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Ever since I started working on this game, most of my efforts were focused on the world and progression system. It was the one aspect that I saw being revised more often than anything else in the entire game during development. In the last post I talked about an inflection point where this aspect of […]

Super Lovely Planet – An Introduction

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Not too long ago, before it was given its new alias, Super Lovely Planet was known in some circles as Lovely Planet Adventure. The word “Adventure” was suitable for the experience I was trying to deliver at the time. A lot of things changed and playtesting showed the adventure aspect of the game was the […]