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Petal's Quest

Guardian of the Polluted Blooms

Controls

Move with W A S D
Press SPACE to jump
Press J to attack

(Use WASD to determine direction)
Press K to pick up items
Press L to throw items

(Use WASD to determine direction)
Press LEFT-SHIFT to dash

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Special Moves

Pressing SPACE while moving before touching a corner causes a vault
Pressing SPACE while moving into a ledge causes a ledge jump
Pressing SPACE while vaulting causes the player to springboard
Pressing SPACE before running into a wall will cause the player to run up the wall

Credit

- Lucas Captan -
Programed the player movement, level switching, final boss, enemy movement, item management, attacking, and flower physics.
Drew all assets (background, characters, particles, etc.)
Animated every character
Designed all levels
Compiled all the assets together into the project adding music cues, sound effect cues, animations, particle effects, and polish.

- Avea Dearing -
Composed the music.

How it started

What started out as an idea for an Art portfolio has turned into my favorite passion project! I loved the characters and ideas I explored in the portfolio and thought to expand on the small story I told by making a game about it.

The Story

I want the story of the game to revolve around the small seed character you play trying to rid their world of pollutants that have infected some of its kind. Starting in a mushroom area and exploring to many different locations like a more traditional forest, the inside of a tree, and a burning forest. I plan to also make the character explore parts of the human world in abandoned cities and structures that have been destroyed by horrific conditions of the environment.

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Development

The development of the game is still currently going as this is mainly a small demo of a hopefully larger complete work. I plan to make this game a meteriodvania focused mainly on movement. I've seen many games that have implemented many movement mechanicals that either feel limiting because of how often you use the mechanics or feel disruptive by making the mechanic bound to a uncomfortable key because of the amount of controls. I wanted to litigate those issues by making wall running, vaulting, and spring-boarding (all the complex movement mechanics added thus far) bound only to space bar which makes the game run smoothly and feel comfortable and easy to jump around and preform complex tricks without needing a mess of inputs.

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