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Improving Game

I am alive!

I’ve been working as a zombie at moonlight. Basically i’m improving the puzzles and now most of them are much satisfiyng than before. Also i am retouching the art in the go. Take a look:

Before retouching. Ugly right?

Before retouching. Ugly right?

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After Retouching

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Game Play Iterations

We are almost there. Game is finished, and we have been iterating stage by stage, room by room the balancing game play and adding or removing elements to create the perfect game flow. Beta tester are also giving useful feedback and my wife have been playing the game a lot recently.

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Game Progress Update

- I have added new mechanics and enemies after playing a lot of megaman. I am putting good use of the powers acquired during your quest.
- I have redesigned the puzzles and added new ones.
- Retouched pixel art for enemies and backgrounds
- Put my wife to play as a beta tester a lot. with this new feedback i fixed a lot of issues and re-designed most the levels.
- Distribute in a logic order the power ups for hearts and magic
- Now the Armor and weapon can be upgraded at the armor shop  for a few coins.

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Art update

Hey guys,

Heres a sneak peek of what i have been working lately and a small update on game mechanics.

The temple areas game mechanics are now different from the  overworld areas which are action-oriented / exploration while the temples will be more puzzleoriented  and less action. I made this separation to mantain the game flow interesting.

Also i have been polishing the pixel art for the map take a look at the new map art:

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Polishing the game

I am in the process of polishing the game by improving its gameplay, listing some improvements:

Map is less linear and shops are scatered around the worldmap instead of the levels
Reworked the drop item systems and pots wont respawn
Coins are no longer droped by enemies you must collect them on the levels and chests
More unique enemies. Enemies wont be repeated on different levels.
Reworked magic mechanics
Reworked enemies mechanics, now the mobs will react in more natural way
Balanced the difficulty

Also i am retouching and adding more art to the tile-sheets to improve the aesthetics. For example when you are on higher levels of the forest state you can see the treetops at the background and when you are on lower levels a cave background will display instead of the forest.


Improved tile sets


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Weather effects and new art improve the atmosphere a lot




235989-hd steam software sales

Greenlit on Steam

Finally.After nearly a year on the Greenlight and nearly 9000 yes votes Elliot Quest has been accepted on Steam. We plan to fully release on June.

Now, the game is practically completed i have to debug it a little more before release.  I have been having a lot of help from theOnlyBit on this matter check out his youtube channel for game reviews in german. The writer Danny Homan has finished all the endings and cutscenes and now we just have to make a final revision. Some sound FX are missing  hopefully they will be all ready in a few weeks. Also Tim Kelly is working on the art for the manual and for what i have seen its gonna be amazing.



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Time for a short update, and short for the sake of production since i have been having little time to work on the game these past days. I hope to have the game released any time in June so please be patient i want to deliver the best experience possible. I have some interesting things to say:

First. These last weeks i have been working in Elliot Quest with  the “final boss — The Satar”. I am going to keep the details at minimum. But what i can say is that is going to be more challenging that previous bosses in the game and you wont be able to fight it directly you will have to find your way around to defeat it.

Also i want to say that Elliot Quest is on spot #6 at Steam Greenlight as i write this post. Game is being pushed back since new games arrive so if you have the time please go to Steam Greenlight and vote for it!

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