Roots of Revival
A downloadable game for Windows
Roots of Revival is a 3D platformer set in a mystical desert where nomadic nature spirits, bound by a deep reverence for water, journey between oases, unknowingly nurturing life. You play as the creation of a lone wizard who defied tradition by settling down to study the desert and create life. Master abilities like gliding, wall climbing, and a vine-like grappling hook to explore this sacred land. Navigate the wizard’s castle, discover creatures drawn to the spirits, and uncover the consequences of breaking sacred oaths. Can you find harmony with the nomads, or will your creation disrupt the desert’s balance?
Controls:
- WASD - Move
- Space - Jump
- Left Ctrl - Glide
- Left Click(Hold) - Vine Swing
- C - Climb
- Left Shift - Dash
Credits
Production Department
Zachariah Spencer - Lead Producer & Programmer
Farheen Khatoon - Scrum Master/Producer
Rosanne Howell - Scrum Master/Producer
Sheeba - Producer
Design Department
Jamie Worthy - UX/UI & Level Designer
Engineering Department
Brianna Cason - Lead Gameplay Programmer
Victoria Rossener - Programmer
Edikan "Eddie" James - Programmer
Lara Nakisli - Programmer
Matthew Arvin - Programmer
Art Department
Marc Wencl - 3D Character Artist & Animator
Aiden Breiholz - 3D Artist
Trevor Lambert - 3D Artist
Nicolo - 3D Character Artist
Brooke Bee - 3D Artist
Ryan St. Louis - 3D Artist & Media Creator
Mohamed - 3D Artist
Noor Hamadani - 2D Artist & Animator
Sound Department
Miles Caraker - Sound Designer
Joe Lester - Composer
Dakota Bartish - Composer & Sound Designer
Updated | 1 day ago |
Status | In development |
Platforms | Windows |
Authors | zachariah-spencer, Hanahoa, lsn19, autumnmae24 |
Genre | Platformer |
Comments
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Desert Crab Platformer Feedback 1.2
Well Done: Good variety of platforms to test all mechanics, lovely start menu art and music, and love the character silhouette
Could Improve: Mechanics need cleaning up (add back glide and reduce mid air jump number, vine is very curvy), add more differentiation to vine blocks, and adjust force for wall jumps to be even on both sides
Potential additions: danger areas, Flight areas (flappy bird style)
Design Questions Is it clear what the goal of the player is? Not yet
Is the gameplay loop clear and understandable? Yes
Can the player use strategy to overcome the primary obstacle? Yes, and there's a variety of ways to complete the level
Were there times you felt frustrated or stuck? Where? Yes, vines have issues
What’s the potential of this game once it's complete? Wide variety of platforming options, and story elements that can connect to the game