Introduction to Afterdeath


Become Death, the grim reaper, and dive through a mythological multiverse to reclaim Death’s stolen scythe. Chase the fleeing robot through the afterlifes of ancient cultures, each filled with restless souls who haven’t forgotten who put them there. Sensing an opportune moment of weakness, Death’s collection of souls of historical figures has escaped into the afterlifes too. It’s up to you to find and recapture them while pursuing the scythe from the depths of the Greek underworld to the branches of the world-tree Yggdrasil.

Control the Angle of Every Jump

Most platformers only let you move left or right and jump the same height with every press of the jump button.

Unlike most platformers, Afterdeath lets you choose the angle of each jump with the thumbstick. Angle to the side for short hops that won’t slow you down when you’re outrunning minotaurs or rivers of lava. Angle farther up to leap over towering obstacles and the resentful dead.

Precision control over jump angles gives you the power to make your own path through each afterlife. Rely on reflexes and rapid angle changes or approach levels as a puzzle of angles to be solved with foresight – choose your own path as you hunt for the scythe and recapture escaped souls.

Combined with wall-jumping, sprinting, and aerial maneuvering, the jump mechanics give you the fluid control over Death that you’ll need to adapt to the ever-changing worlds of Afterdeath. That means more ways to beat every level and more challenging skill moves to prove yourself.

Take the challenge further with the different movement mechanics of the unlockable characters. The All-Seeing Eye only moves by bouncing off floors, walls, and ceilings; doomed to follow each trajectory through the air. Dead Icarus can glide over great distances but is cursed to accelerate faster and faster into unknown danger. The Traveler may be slowed by a clunky environmental suit but it also allows for great jump distances after statically charging it by sliding down walls.

The Worlds of Afterdeath

Every culture creates its own afterlife and sustains it with stories and myths until it begins to take on a life of its own. Afterdeath explores these afterlifes long after the cultures that created them have died. Meanwhile, the resident souls of those afterlifes have spent millenia trapped in their endless labors, building new empires of the dead. When the robot steals Death’s scythe, it sends ripples through the afterlifes, leaving Death powerless and vulnerable to the vengeful souls whose lives it’s taken.

Journey from the caverns of the Greek underworld to the highest branches of the Norse world tree Yggdrasil to the uncertain depths of an Aztec maze. Whether it’s curiosity, risk-taking, or the speed of a psychedelic rollercoaster, each world is designed to emphasize a different gameplay theme.

Cliffs of Despair, the world of Greek mythology, was designed with the theme of curiosity and exploration. The path through each level is not necessarily obvious and the obvious path may not be the only option. For example, in the Soul Pit level, there is a clearly presented path forward using the steam vents to buoy Death up into the air, coasting from each steam column to the next to cross the dangerous pit of souls. However, a curious mind (or someone conveniently missing their first jump) may discover a second path down into the pit of souls.

This level offers the player a choice of gameplay: take the upper path to learn the new skill of boosting from one steam column to another or take the low road to exercise mastery of familiar concepts, jumping at very specific angles to navigate the treacherous groupings of hazards. The jump mechanics of Afterdeath are so robust that there’s room for many maneuvering choices in each level, including some unplanned ones that the players find on their own.

Afterdeath’s 26-track soundtrack was composed to bring the personality of each world to life and to synchronize the player with the rhythm of each level. The music really shines in the Valhalla levels, where the theme of risk-taking involves a lot of moving hazards and split-second timing. Take cues from the music as you sprint toward the swinging blade of an onrushing pendulum, pausing briefly to dodge a barrage of arrows, then leap over a cluster of spears just before the pendulum swings back.

Unlike the last world, these levels are linear and the path is obvious; it’s the one through all the carefully-timed blades. If a drunken Viking can make it through this battleground training course, then surely so can you. Fortunately, this world map sports a number of tree branches that lead to the exit, allowing you to plot a course through the overworld that challenges your favorite skills while avoiding others. While one branch of the map will test your wall-jumping abilities, another might focus on rapid back-and-forth dodging ability. The only guarantee is that you’ll be fully-trained for Ragnarok by the time you get to the top.

The next world is the opposite of Valhalla in every way. The Demesne of Shadows is an unlit maze of passages, trapping you in the dark with limited visibility. There are many traps hidden in these hallways and, unlike Valhalla, they are actively trying to kill you. If you can manage your fear, you will notice that the murals covering every wall tell a story of the people who came to this land and the misfortune that befell them. You may even begin to realize that the patterns within the story contain clues to the nature of the traps hidden in each corridor and that understanding the story is the key to escaping the maze.

I hope you’re now as excited about this game as I am.  You can get regular updates by tracking our IndieDB page or following @Nonadecimal on Twitter.  Of course, nothing compares to playing the game and seeing how the jumping mechanics let you take on each new challenge the different worlds can throw at you.  You can download development builds and give feedback to help us transform Afterdeath into your new favorite game.

An Afterdeath Ouya Giveaway – Festivus for the Rest of Us

An Afterdeath Ouya Giveaway

Update 13/12/20: The contest has ended. Big thanks to the 62 people who entered according to the rules. And an especially big thanks to the 8 people who submitted videos of Afterdeath. Together they completed a combined 108 levels!  You can find the links to their videos below.  I will be rewatching the videos and streamlining the levels thanks to their feedback.
They’ll have their revenge on me tonight when I stream my own speedrun of 30 Afterdeath levels on the Nonadecimal channel at 7PM PST.  The number of times I die will seed the random number generator that picks the Ouya winners.  I’ll contact the two winners this weekend and hopefully ship the consoles by Christmas. Good luck to all!

Update II 13/12/20: The stream was great, a lot of people tuned in and got to hear about the level design and mythos of Afterdeath while enjoying Justin Aftab’s amazing Afterdeath soundtrack.  I died 134 times while clearing the game and seeded the random number generator which selected Peter Lavelle (@TRSCP) and Eldon McGuinness as our Ouya Giveaway winners!

It’s the Festivus season, so I’m giving away two Ouya consoles to two lucky people with the spirit of Festivus in their hearts.  That way, they’ll be ready to play Afterdeath on Ouya when it’s released next year.  From December 6 to December 19, you can donate your entries to the giveaway through a few gaming good deeds.

The Airing of Grievances

You got something to say? Get one and only one entry for following @Nonadecimal and retweeting one of the Ouya Giveaway announcements.  Like this one and this one.  But no need to stop there.  Tell us what you think of Afterdeath, platformers, Ouya, or anything indie games.  Get it all out in the air.

Gather Around the Festivus Pole

Everybody has different opinions, but we’re still all stuck in this together so we may as well enjoy it.  Get one entry for uniting with the Afterdeath community on Facebook and another for tracking development on IndieDB.  While you’re there, check out some of the Afterdeath soundtrack and gameplay videos.

Feats of Strength

Here’s your chance to really prove your gaming skills.  Download the latest build of Afterdeath, grab a controller, and work those thumbsticks!  Record a video of you playing the game, share it, and you’ll get an entry for every level you can beat, using Death or the bouncing All-Seeing Eye.  I’ll keep adding new levels and balancing the old ones throughout the contest period, so keep checking the changelog through December 19.

Ouya Giveaway Rules

If there’s one thing gamers love, it’s winning by any means possible, so we’ll throw down some rules.  Only one collection of entries (current maximum 32) per person.  Multiple retweets do not give extra entries.  Only the entries of those following on December 19 will be counted.  One entry is awarded for liking the Afterdeath Facebook page. One entry is awarded for becoming a watcher of the Afterdeath IndieDB page.  A feat of strength constitutes a visual record of playing a level from spawn to Level Complete screen, either with Death or the All-Seeing Eye (or new characters).  Beating a level with both characters doesn’t give two entries.  I’m willing to mail the Ouyas to any remote location where shipping does not exceed the cost of an Ouya.  There’s no guarantee the Ouya will arrive in time for Festivus.

The winners will be selected through an appropriately complicated series of events. The contenders’ names will be listed a number of times equal to their entries in alphabetical order.  I will then play Afterdeath from start to finish, streamed live on Twitch December 20 at 7PM PST.  The number of deaths at the end of my speed run will be used to seed a random number generator, which will then determine the winners.  May Death have mercy on us all and the best of Festivus be with you.

The Feats:
Afterdeath – “Ragnarok Draws Ever Nearer” 17.77s Speedrun
Let’s Play Afterdeath! Episode 1 : This Doesn’t Seem That Bad….
Let’s Play Afterdeath! Episode 2 : Get Ready To Jump Your Ass Off!
Let’s Play Afterdeath! Episode 3 : MOVING PLATFORMS ARE THE DEVIL!!!!
Let’s Play Afterdeath! Episode 4 : Updated Maps and Another Treasure!
Let’s Play Afterdeath! Episode 5 : VALHALLA!!!!!!!!!
Let’s Play Afterdeath! Episode 6 : SWEET VICTORY!!!!!
Let’s Play Afterdeath! Episode 7 : Running With The Bulls!
Afterdeath Part 1
Afterdeath Part 2
Afterdeath Part 3
Afterdeath Part 4
Free Game Friday – AfterDeath Edition
Afterdeath : 2d Death Platformer + Ouya Giveaway [Nonadecimal]
Afterdeath – Nonadecimal [Ouya Givaway](Cliffs of Despair: 1 – 7)
Afterdeath – Nonadecimal [Ouya Givaway](Cliffs of Despair: 8 – 19)
Afterdeath – Nonadecimal [Ouya Givaway](Valhalla Ascent + Sucrose Sovereignty COMPLETE)
Ref’s Spotlights: Afterdeath (Early Build, PC)


Afterdeath will be available for Ouya, Xbox Live Indie Games, and PC in 2014.  You can get the latest development news from the Afterdeath devblog or IndieDB page.

Post-IGF Recap

It’s been brought to my attention that I haven’t been posting to the site enough in recent months. I have a good excuse though. I was working 80-100 hours a week to prepare a massive update to Afterdeath in order to enter the 2014 Independent Games Festival (while keeping a day job). The IGF is a big deal for videogames and whether Afterdeath gets much exposure from landing on page 1 of the festival’s entrants or not, the hard deadline was extremely valuable for pushing the game forward toward completion.

For perspective, this is some of what was added to Afterdeath in the 8 weeks leading up to the IGF deadline:

  • three new game worlds, each with new art styles, hazards, and different gameplay themes
  • three times as many levels as before
  • directional sound effects that provide cues for the location of traps and hazards
  • support for older DirectInput controllers (after many demands)
  • tutorial elements in the first levels for new players and How To menu screens
  • improved menus and scoreboards and a fullscreen/windowed toggle
  • lots of new gameplay elements: rising lakes of lava, motion-triggered spike traps, swinging pendulum blades, minotaurs, robots
  • now you can ride on the backs of flying eagles! (more on this in a later post)

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These were some big strides toward realizing the final vision of the game. The polished end result was this trailer for IGF:

You can get a taste of how fluid the platforming controls are in this video of a speed run through seven levels of the Greek afterlife. Each level can be completed in under 30 seconds through the application of the proper jump angles.

And finally, one more video that never found its way onto the blog. Some prototype footage of the Sucrose Sovereignty levels during their pre-IGF testing phase. The Sucrose Sovereignty is an afterlife for dearly departed candy and the levels are designed to be just as sweet and easily digestible. The candies live in an absolute monarchy ruled by a king-size chocolate bar. They’ve built their homes on the slopes of a dormant sugar volcano, which they appease every season by sacrificing large numbers of candy serfs. Unfortunately, the passing of Captain Buzzkill and Death disrupt this ritual and now there’s sugar lava everywhere! If every world of Afterdeath is a different game genre, this is the endless runner.

 

Afterdeath Entered to the 2014 Independent Games Festival

the four worlds of Afterdeath

It may have taken a few sleepless weeks but Afterdeath was submitted by the IGF ’14 deadline with 8 minutes to spare. It now incorporates almost 30 levels from four of the six game worlds, including the Greek underworld, the Norse Valhalla, a dark Aztec-themed maze, and an afterlife for candy, in case you were wondering where candy goes when it dies.  It’s an absolute monarchy ruled by a king-size chocolate bar, built on the slopes of an active sugar volcano. Your conscience is clear now.

This doesn’t mean the work is done, however. I’ll continue working hard to polish the existing levels and add new ones to flesh out the four worlds. If you’d like to help, you can download the latest playtest build and provide feedback about which parts of levels were hard to beat and how long it took to beat each level in the Playtester Forum.

Looking for Afterdeath Testers

With less than four weeks left until the IGF submission deadline, Nonadecimal is providing daily builds of Afterdeath for indie game and platformer enthusiasts. To let you explore the game, these builds contain 20+ levels from the first four game worlds, an already unlocked alternate character, the All-Seeing Eye, who only moves by bouncing, and several hidden collectible souls of historical figures who have escaped Death’s collection.

You can start testing the game with the link and instructions in the playtester feedback forum.

Here’s some speed runs of early levels to give you a brief look at what you can do with Afterdeath.

The Running of the Bulls

I haven’t been updating the site with new Afterdeath content lately because I’ve been so busy making and testing new stuff! There’s been rapid progress in the last few weeks.

The main path through the Greek afterlife is complete, with 18 of the 25 levels done.  This means the addition of new Greek architecture, minotaur hazards, and a few more of the robots responsible for stealing Death’s scythe.

The minotaurs present a challenge because Death can’t outrun them. The only way past them is to position yourself with enough room to get away before they catch you and to leap over their horns.  You can watch the full level from the gif by clicking through the link.

Meanwhile the robots try to prevent Death from catching up to the scythe as it races across the bridge the robots have built to cross the river and reach Death’s tower.  The robots aren’t quite as fast as minotaurs, but they make up for it in numbers.  Luckily, the machines are predictable and you can plan your jumps to avoid their patrols.

We’ll continue refining these levels from the first world and adding new ones from the next three worlds as we get Afterdeath ready for the Independent Games Festival competition in a few weeks.  If you have a PC gamepad controller (the wired Xbox 360 USB controller or a variant), you can playtest Afterdeath.  Just leave a message in the comments and I’ll set you up.

Afterdeath Gameplay Video #2

Here’s a new gameplay video incorporating all the graphical and technical improvements from the last three months.  This video demonstrates the player control over Death’s jump angles as the force of nature tracks its scythe across the Cliffs of Despair, the Greek-themed underworld.  Plus, it features a new unlockable character, the All-Seeing Eye!

The Eye’s special movement mechanic instantly transforms normal levels into challenging puzzles of trajectories and reflexes.  Without any limbs, the Eye can only move by manipulating its shape to bounce off surfaces and altering its air resistance.  That means that by the time the Eye is airborne, its fate is sealed!  As you can see in the video, this creates a number of new ways to navigate each level and prove your skills.

Rocky XXVII

It’s been weeks of drawing and redrawing rock tiles with my lovely assistant. We’ve created the craggiest, most inhospitable rocks the underworld can handle.  Now it’s just a matter of cutting the stones and placing them in spritesheets, a Sisyphean task. I’ve been promising a video and a demo and they’re coming; these spritesheets are the last wall to hurdle before you’ll all be playing Afterdeath for yourselves.

I can’t wait to flee Hades and leave the dark textures and flat rock tiles behind for the curvy contours of Valhalla’s sunny world tree and raucous beer-spilling viking warrior animations.

Last month I mentioned Reus. Well you can get it 25-50% off on Steam right now during the summer sale. I bought it but have had way too many rocks to draw to take up governance of a planet, so you should play it and tell me how much fun I’m missing.

lost souls

I’ve had to slow down on adding new features and debugging while I catch up with the art. I’m trying to finalize all the aspects of the first world so I can put a playable test build of Afterdeath up on the website.  There are only a few levels left to add that require new content so I’m back to wearing the artist hat.  I wish I had a dedicated artist so I didn’t have to keep switching roles or relying on my simple art style.

Last week I showed off some of the lost souls from Death’s collection that have escaped into the afterlifes.  They will be hiding from Death in inconvenient locations to avoid recapture.

Tycho Brahe, Nikola Tesla, Abraham Lincoln, Cleopatra, Napoleon, and Genghis Khaaaaaaan
A few people who changed the world.

There will be several sets of five souls to complete, including the three shown here.  Yesterday I materialized a Chopin so I think we will continue to see more souls in the coming weeks.

first draft of the distant peaks of Hades
first draft of the distant peaks of Hades

I’m also working to clean up my spritesheets and produce some background landscapes to scroll with some parallax in the existing levels.  Once the art is taken care of and I’ve added some more data to the scoreboards, I’ll add the test build to the Afterdeath page and go seeking some playtesters while I continue working on Valhalla, the second afterlife.