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Desgin of Brenda Quest - Inspired by <The Messenger Ninja Game>

Updated: Mar 10, 2022

  • Classic double jump is boring

Since every platformer game has double jump which is too ordinary and boring, we have designed chaining attacks which is one of Brenda's signature combat concepts.


If you can kill an enemy in the air you are granted one more set of jumps, hit another enemy in the air, and you can do it again.


With some practice, you will find yourself soaring great distances without ever hitting ground.


 
  • Simple to pick-up but difficult to master

Create “chains” by slaying multiple enemies in succession without landing can earn you more coins per kill.


This can collect massive coins much more quickly comparing to killing one enemy per attack.


Brenda Quest always rewards players willing to explore deeper and more dangerous areas with hidden treasures.



 
  • Add a touch of hyper-casual style

In addition to tight controls just like retro platforms, we also want to add some satisfying game mechanics like in many modern hyper casual games.


Introducing the magic dashing. If you play well and have enough magic, Brenda can roll into a “fireball” and easily dash freely in the air to clear the way through the stage.


As a player, instead of being preoccupied with precision jump and slashing, the magic dashing is satisfying and can be big relief in hard stages.



 
  • Boss fights are also retro in nature

Figure out the bosses’ attack pattern, then wait for the right time and aim at the bosses’ vulnerable part.


Not original, but again, we want to pay tribute to a game design concept from decades ago.



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