A downloadable game

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A project that sprung up from the Udemy tutorial by James Doyle, SODHARA is now being actively worked on as a standalone project. The game features platforming action enriched with exploration of vast 2D levels, not unlike the gameplay familiar from the classical Super Metroid.


Player controls:

KEYBOARDDUAL SHOCK 4ACTION
WASDleft stick / d-padmovement
Spacecrossjump / double jump
LMBsquareshoot / bomb (ball mode)
RMBcirclegrappling beam
Ztrianglemorph to / from ball
backtickleft shoulder btnchange ball mode (while standing)
Qright shoulder btnnext weapon
Tab
left trigger btndash
Left Ctrl
right trigger btnaim
hold LShift
left stickwalk (horizontal) & look (vertical)
Wleft stick / d-padaim up while standing/running
Kleft stick clickhurt player (debug purposes)
B-shield (only visuals at the moment)
N-spin animation (debug purposes)

Menu controls:

KEYBOARDDUAL SHOCK 4ACTION
WASDleft stick / d-padnavigate
Spacecrosssubmit
Escapecirclecancel

In-game menu controls:

KEYBOARDDUAL SHOCK 4ACTION
Escapeoptionsenable / disable

Full screen map controls:

KEYBOARDDUAL SHOCK 4ACTION
Mtouch padenable / disable
Escapecircledisable (only if enabled)
Tab / Left Ctrl
left / right trigger btn
zoom in / out


The story follows a merc hired by a weapons manufacturer to investigate a lead which could point towards a planet rich with fulmenite, a potent and much sought after resource used in weapons and fuel production. Upon reaching the planet, the merc's ship is caught in its stasis field and is quickly brought down to the surface. The merc picks herself up and searches for means of escape, but all is not as it seems on the surface of the mysterious planet.


The game features various unlockable abilities the player may use while exploring the environment, including morph ball, ball bombs, spring ball and spider ball, dash, wall clinging, grapple beam and more, all inspired by Samus Aran from Super Metroid.


Environments are filled with various hazards (acid pools and spikes), enemies (three types at the moment) and obstacles that player should overcome in order to collect enough crystals to fuel the ship and take off.


At this point in development the game relies heavily on free assets made by creators across the web (mainly Ansimuz) and temporary placeholder graphics.


Current release is v0.4.3 and is tested to work on MacbookPro M1 2022 and Windows 7 PC. Linux version, though provided, is not tested as I do not have a Linux machine... Yet.

Download

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Click download now to get access to the following files:

SODHARA v0.4.4, for Windows.zip 41 MB
SODHARA v0.4.4, for Linux.zip 39 MB
SODHARA v0.4.4, for MacOS.zip 49 MB

Development log

Comments

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hello! I enjoyed this, the controls feel good. here’s a couple requests

- can you make the map zoom out fully? Given how large the rooms are, it’s really easy to get lost and miss things. Also possibly a fog of war function of some type ?

 - it would let me come out of morph ball while in a small tunnel. Not a big deal but, it makes you stuck

- for some reason it would randomly flash the game grid?

(+1)

Hey there! First of all thanks for playing, and second - thanks for reporting the bugs :) In particular:

- that was a design decision so as not to reveal too much of the level in map view (kinda like the fog of war), but I may have taken it too far, in fact I increased the maximum zoom out level twice already, I will increase it further in the next build and then we'll see how it works;

- yeah, that is known bug, I am right now refactoring lots of stuff and those checks are right now caught somewhere in between... On the other hand, there was a wrong setting in some of the terrain colliders, I fixed that already (as it's only a checkbox) and the proper tunnel checks are next in line;

- it's not the grid that's flashing but tile seams, at least I think so... I belive it's a problem with my placeholder graphics as it didn't happen when I used other tiles (in particular those by Ansimuz)... I decided not to waste much time on that because the game jam deadline and also due to it not being real graphics (and may be solved on its own when I introduce those)...

Thanks again for playing as well as valuable comments!

Gotcha! Well on the map-  I am  a completionist, and I get frustrated if the game tries to make that 'getting 100%' process too difficult. I'm sure others it may not bother.  I think the point of fog of war is actually assistance, because it tells you where you haven't been. It's not trying to obscure the map as much as assisting you in exploring, ya know? But that's just me.

Ah, yes, yes, I see what you mean with the fog of war... Will definitely increase the map zoom range then, makes perfect sense.