Skelattack got me from the moment I first laid eyes on it. The artistic style is beyond charming, and the idea of switching the typical power structure on it’s head, where you play as the dungeon dweller and fend off adventurer’s is a fantastic setting.
Being made by Indie Dev David Stanley, Skelattack is a platformer now on Steam Greenlight. With tight controls, the previously mentioned charming graphics, and hints of an engaging world, it’s a game with a whole heck of a lot of promise.
You are an enchanted skeleton, living in the deepest part of the dungeon. You awaken to the terrible sound of the Alarm Bell, whose sole purpose is to let you know that intruders have been seen within the dungeon. Your helpful bat companion is by your side, ready to cast whatever magic spell you have chosen for her to hold. Sword in hand, you exit into the Sewers of the dungeon to begin your hunt. No intruders can be left alive to tell of this place.
Dave also has made the brilliant move of offering an early build of the game up to interested parties as a demo of Skelattack (in both PC and OSX formats). As one such interested party, we gave Skelattack a whirl. Click below to see Skelattack in action and listen to our early impressions:
Skelattack handles beautifully, with tight, responsive controls. The visuals are fantastic, and while the abilities and weapons are sparse at this point, there’s a very strong foundation there that I am sure will be built on over time.
If you’ll forgive the pun, Skelattack has got good bones.
I also love the eye Dave is giving towards world building, including snippets of lore and legend from the perspective of the dungeon dwellers who are under constant attack from adventurers. The idea that they would turn to art and poetry to make their doomed lives fulfilling is as hilarious as it is heartbreaking, and gives Dave the perfect opportunity to create a rich world full of stories and secrets.
One of my only complaints is that it is sometimes REALLY difficult to know if there is a level below your field of vision, or you’ll be jumping to your death. While this is certainly intentional at points, it can end up being quite frustrating. I’m happy to fail at simple platforming jumps over and over again as long as I feel responsible for that failure. When a jump shows no indication of danger or death, and then leads to it; that’s frustrating. A simple graphical effect or indication could go a long way to help this.