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True Diamond
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Platforms: PC
Languages: English
Players: Single-player
Posted:
Aug 30, 2012 @ 11:44pm

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Description
What quickly started off as a game designed to make you think on your feet, quickly grew and turned into the deep, intuitive, and high speed, action, puzzler being made in Unity 3D, that I'm finally starting to preview publicly.

True Diamond is as mentioned, a puzzle game. The goal is simple, destroy all the diamonds. Achieving that goal will start out easy, but as more and more elements start being added on, it becomes a game that is as much about your ability to figure out mechanics, as it is your ability to think fast enough to pull them off.

A small list of some of the basic mechanics the player will be introduced to:
  • Simply put, the player has partial control over a ball that is constantly bouncing up and down. It's their goal to steer it out of danger and interact with objects by controlling it left and right.
  • Holding down an accelerate key, the player can speed the momentum the ball moves up and down. Key for timing things properly.
  • The goal of any level is simply to destroy all the diamonds. The primary method will be smashing into them with the ball. However only diamonds that match the color of the ball will break. Other (perhaps more explosive) methods can be used to destroy them too.
  • Switches, force fields, metal tornadoes, spiked fuses, explosives, ticker bombs, and even elemental gems, will all be used in combination to try to clear a level of all it's diamonds and take victory of the level.

A critical foundation to the game will be setting up appropriate associations for the player. Being able to quickly tell what something does before ever even having seen it will be important in level progression and design.

A few examples of this:
  • Everything is color sensitive. If it matches your color, it'll react to you. Doors open when you match their color, diamonds break when you match their color, death bricks kill you when you match their color, color bricks change you to their color. Black is unmatchable and white is a wildcard, matching any color.
  • If it's glass, it can be blown up. Glass bricks, glass fuses, diamonds... get an explosive near it, it'll blow up.
  • Spikes kill. Anything covered in spikes will kill you. Even the occasional diamond may have spikes and require an alternative way to destroy it without touching it. Touch it, it'll kill you. Did I mention spikes kill you?
  • Explication marked bricks will always fall without support. Most level structure will be suspended. The explanation marks warn the player to keep their wits about them because if they remove whatever is under it, it'll fall. Possibly crushing the player.
  • Sparks will react to anything electrically charged. This includes the ball. This usually results in a brick being powered on or off. Bricks without power (such as color switches) will not respond to the player when hit.
These are just a few examples of some of the associations that the player will be taught as they progress. However an important part of the progression wont be memorizing what does what. Level progression will be intentionally set up as though the whole game was a training level for itself. No concept will be thrown for the explicit joy of watching the player suffer.
Levels will be intuitive and designed with a sense of satisfaction upon completion, not a sense of frustration in failure.

* In addition to the main game, a fully functional level editor will also be included with the game. *
Whether or not this will be a timed exclusive for people who help fund the game (should the project be submitted to Kickstarter) is still in debate. However the editor will be publicly available with the game after release.

The level editor is actively being developed side by side with the game. It's the primary method of making levels for the game during it's development and as a result, will be capable of making any kind of level that will be included with the game.

I will be actively returning back to this page and responding to any questions, criticism, and acknowledging any and all feedback. Let me know what you think this game needs to make it on Steam and I assure you, I will listen.
75 Comments
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._MAX_. Jul 21 @ 4:33am 
муть
Bardiel d'Oraguille Jun 27 @ 11:08am 
I think this would be an awesome game for mobile devices (phone/tablet), but I'd play it on PC. :)
Iviol May 31 @ 2:33pm 
This looks super neat and fun but I wouldnt play it on PC. In my opinion it would be much better if it was for android and iOs devices, it would make a perfect travelling game.
ionutudor2012 Apr 16 @ 4:12am 
voted
Silver Aura  [author] Mar 15 @ 8:11pm 
I would like to add that for the time being, the PC version of this game has been put on hold in favor of the much more favorable suggestion of a mobile version for Android and possibly iPhone.

I'll keep everyone posted on any news, thanks again for your support!
STALKER102 Mar 15 @ 4:10am 
Захватывает
TheNoiSe!!! Feb 23 @ 2:52pm 
Se ve de manera grafica increible y queda bien como juego arcade y mas interesante es la creacion de los mapas, se ve que es un juego rapido y divertido estare pendiente de una demo.
voet01 Feb 15 @ 1:11am 
Looks fun and fast
Lindion45 Jan 3 @ 5:58am 
This looks AMAZING if there's any way I can help or contribute, sign me up, if there's like a page or website?
Bersal Jan 2 @ 10:09am 
Parece interesante, me gustan los gráficos pendiente de probar demo.