Tiny Thor's Revenge cover
Tiny Thor's Revenge screenshot
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Genre: Adventure, Indie

Tiny Thor's Revenge

Sometimes Life is like a rollercoaster

Watch a short scene where some angry pill bugs are chasing our hero. Tiny needs some fast reactions to overcome this situation...

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A Boy and his box

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The dearest of cubes is the best of companions. We built a level in Tiny Thor centered around taking this cube all the way with you. An homage to a classic :)

Gameplay Teaser

Today I've created a new short video that shows off various gameplay scenes of Tiny Thor, supported by a fantastic ingame track composed and produced by Chris and Fabian. Do you like it? ;-)

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Say hello to our 'Pill Bugs'

The pill bugs is an enemy which slowly crawls around, but curls up occasionally. In this state he is invulnerable but the player can defeat him with his newly learned slam attack. Back in normal state and another slam attack will put the enemy on his back waiting for his death.

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Quack Quack Quack

What is most likely to happen if you're jumping your way through a wet cave? Yes, of course, you will be attacked by frogs.



We've added a new enemy type to the game: The frogs. They sit around in wet environments, will croak occasionally and attack our hero with huge jumps.

First Graphics & Music Preview of Niflheim

Here is a first preview on our new overhauled tileset for the ice world. We're looking forward to populate it with new enemies and fun mechanics! If you have any fun ideas (especially ones that interact nicely with our hammer mechanic) I would love to hear them!

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The video also contains a first preview of one of the ingame tracks done by Chris Hülsbeck & Fabian Del Priore. (No SFX yet though). I hope you like it and you can feel the icey mood. We'll post more audio previews soon...

Twinkle, twinkle little bat, how I wonder what you're at!

Our bats are lightning fast, at least after they've been slapped awake by Tiny Thor's mighty hammer ;)

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When they are sleeping they will wake up if the player reaches their line of sight. When fluttering around, it might not be easy to kill them - even with a mighty hammer - because they are fast and may avoid your predictable shots.

Hammer VS Crates

Steffen implemented some puzzles that utilises our new features which includes crates. The crates have a physical-based behaviour and we already do all kind of funny stuff with them.

They can be pushed around, the can slide down slopes, they can float on water, they can be pinched between doors, stacked on top of each other and so on.

Here is an example of a small puzzle Steffen build with it:

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Hope you like it!

Devlog

First of all I'm sorry that I didn't post updates the last two weeks, I got knocked out by a bad case of the flu. However, this week I felt better and resumed working on Tiny Thor.

Besidest lots of small polishing tasks (smoother aiming, screen shaking for stampers) and minor bug fixes, this is what happened in the last weeks.

Our protagonist got a makeover! We've implemented the new player sprite (156 glorious frames, and it will be even more in the end because we will add some custom animations/outfits later on). It was a lot of work, but Henk did an outstanding job on the animation, again.





Henk also updated all the NPCs (now fully animated) and I already implemented them while Steffen made them speak the first draft of our games story.



Another important piece of the game is sliding into place: The music!
Chris and Fabian already sent the ingame tracks for the first three worlds over to me, and they are on the verge of finalising those tracks. The music reminds me of Chris' early Amiga works with a more modern sound. I'm listening to those tracks all the day right now :-)
As soon as the tracks are finalised we will prepare some short snippets for you to listen to.



Steffen also redesigned the first world of levels with the new combat design in mind.

They still have some rough edges gameplay wise and some look like construction sites, but we’re happy that they provide more engaging gameplay now.
Next up are the two boss fights of the first world!



Gamepad Support

Welcome to the weekly development update on Tiny Thor.

This week our biggest task was to work on tweaking and polishing the aiming mechanic further as well as implementing the gamepad controls.

The aiming has now a very slightly acceleration component which enables the player to aim more precisely. For the gamepad we tried different controls, and for now this is the final scheme we came up with:



The most part should be very obvious. To aim and throw the hammer, the player has two possibilities. First, he can press and hold the "Throw Hammer" Button. The aiming preview appears on the screen and by pressing left/right on the DPAD or the left analogue stick the player can rotate freely.

This works exactly as on the keyboard. But with a gamepad it's also possible to just use the right analogue stick, which immediately opens the aiming preview. By pressing the right analogue shoulder button the player can throw the hammer. If you release the analogue stick you can cancel your shot.

This is quite an advantage when playing with the gamepad over the keyboard. Because of that we had endless discussions if we should allow this or not. Of course we'd love to offer the same player experience for keyboard and gamepad players.

We also discussed switchung to a WASD/Mouse Control Scheme on Deskop PCs, but I don't think it fits the retro vibe of the game well. So - at least for now - we decided against this solution and we even tweaked the keyboard aiming more so the gap between keyboard and gamepad isn't too big.

But we would love to hear your opinion on this topic.