It seems like I haven't posted about this project here yet, but it's something I've been working off-and-on for about a year.
Puzzle platformers have always been my favorite games to make, but for some reason I still have yet to finish one in Axe. Hopefully this changes things. Maximum Security is an escape-the-level sort of puzzle platformer in 6x6 tiles, with lots of levels and external level packs also planned. It grew out of an experiment to see just how many random features I could stuff into an Axe game and still have it run smoothly at 6 MHz, so here's a short list of the stuff implemented already:
And as I mentioned, level packs are planned, which means there is an integrated level editor:
Title screen:
And finally, the most recent test level I've constructed, which also shows off the door animation and breath count meter on the right:
There's a lot going on in that image, so here's a quick run-through of what the character encounters:
To summarize:
Puzzle platformers have always been my favorite games to make, but for some reason I still have yet to finish one in Axe. Hopefully this changes things. Maximum Security is an escape-the-level sort of puzzle platformer in 6x6 tiles, with lots of levels and external level packs also planned. It grew out of an experiment to see just how many random features I could stuff into an Axe game and still have it run smoothly at 6 MHz, so here's a short list of the stuff implemented already:
- Turret guns
- Dynamite crates (triggered by turret bullets and chain reactions)
- Steel crates
- Shock lines (instant death whoo)
- Coins (collect them all to open the door)
- Boulders (movable, ricochets bullets in any direction)
- Water (swimming, breath count, all that fun stuff)

And as I mentioned, level packs are planned, which means there is an integrated level editor:

Title screen:

And finally, the most recent test level I've constructed, which also shows off the door animation and breath count meter on the right:
There's a lot going on in that image, so here's a quick run-through of what the character encounters:
- Turret (aimed at the player) launches a bullet, which strikes a boulder and bounces off. That bullet then hits the first dynamite crate, triggering a chain reaction that clears all the dynamite and steel crates from the level.
- Player pushes boulder onto the turret so it's safe to walk by.
- Meanwhile, water is pouring into the level. As the crates get cleared by the explosion, it flows down the corridors.
- Player collects coins.
- As player is underwater, his breath count (white "health" bar on the right) drops bit by bit.
- As the water covers the entire map, it leaves some air pockets which player uses to replenish his breath count.

