Archive for May, 2011

Engine Demo 1.1
May 26, 2011

Sorry if we kept anyone waiting, but here’s the new engine demo featuring a lot of changes based on feedback from our first demo.


Arrows – Move
Z – Jump
X – Sword
C – Ball
Enter – Pause [use this for options]

[all can be done midair]
Up + X  –  Uppercut
Double tap Left/Right  –  Dodge
X [while dodging]  –  Sword Dash
Down + X[midair only]  –  Ground Stab

The first thing you might notice is that wall jumping is a bit easier, we slowed it down, made the jumps a little more generous, and simplified the wall jump shafts.

We have added a new dodge ability which can be executed by double tapping either left or right, there are options in the pause menu for the double tap speed required (let us know what speed you find best), and an option for shoulder button style dodging set to the A and S keys. The dodge is useful for passing through enemies and swinging your sword during the dodge will trigger the sword dash.

Bushes have been changed so they’re no longer an obstacle and allow you to pass through the plant enemies much easier.

The plant and dragonfly enemies are now much easier to kill, as per many’s complaints. We will still have plenty difficult enemies later in the game, but for starter enemies we decided that these should be a little more forgiving.

Those are the main changes, we’ve made further tweaks to the enemies, the way the sword behaves, and other things but they’re not as much fun. We also added a new room, an extra 50 gems and another health piece just so there’s something semi new to do.

Unfortunately we still haven’t worked in customizable keys or controller support, it’s definitely coming, but until then Joy2Key will have to do sorry.

With all that said, we hope you enjoy and please leave a comment below with your thoughts and criticism.


Composer Acquired
May 8, 2011

First off, James and I would like to thank everyone that emailed to apply for the role as official composer for Fetch Quest, we received more inquiries than expected and there was a high level of quality throughout.

So without further adieu, we’d like to welcome Sam English to our humble team as the composer for Fetch Quest, feel free to peruse his portfolio and leave a comment below letting us know what you think. We look forward to working with him and sharing his talent with you.

Also, we’ve been making changes to the engine and gameplay based on feedback from our 1.0 engine demo, if you have any ideas or changes to suggest don’t be shy! We will have an updated engine demo ready in the coming weeks so stay tuned.