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  • Symphony of the Hacker

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Lead Developer: Chair

A strange phenomenon has occured, causing distress to the lives of two people. They now must travel together to different dimensions to find the mastermind behind this strange mystery and get their lives back to normal. Fight and learn new skills in this amazing Metroidvania styled game.
Download Symphony of the Hacker
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Use all sorts of skills to help you get through obstacles easier
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Learn new skills from your opponents

Controls

Arrow keys - move
Z - jump (can jump twice)
X - attack (can be comboed and charged)
Down + X - pineapple grenade
Up + X - hero spin

Developer's Voice

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"This game had so much potential. Both versions of the game had so much potential! I don't know what to do with the platformer one though, but I like how I'm reviving the action RPG's concept in another game, which is Wave Shine. Not only that, but this game also gave me the ideas of input commands for special attacks and the birth of my Original Character for Chair. It also taught me the power of scrolling text as it somehow makes dialogue look better, haha! And finally, it taught me how to work with leveling systems. Sure this game is cancelled, but I think this was one of the most important cancelled projects I had. I kinda enjoy just re-doing the first stage of the platformer version over and over again actually."
- Chair, 2016

Pointless Development Facts

  • The title of this game is based off Castlevania: Symphony of the Night, which this game is heavily based off on.
  • During development, Chair thought that the game would a funner co-op feature if it was a game similar to Four Swords but with action RPG mechanics. The engine was made and both versions were shown to the testers to check which version was more fun. The testers ultimately chose the original version and the action RPG engine died.
  • Chair drew Mr. Prez's sprites frame by frame concerning the hair movement, emotions, and sword effects.
  • Each stage is supposed to represent a different videogame. Obviously, the only stage done was the Castlevania one.
  • It was planned to have Mr. Prez and Chair fight each other as the intro boss. Winning will allow the change character function and the basic combo skill as the only thing they could do at the beginning is one basic attack. In the action RPG version, if two player co-op is enabled, the first player to get to the boss battlefield of the stage will gain a level up and the two players must fight each other. Whoever wins will gain a level and that is where the two players must team up.
  • Chair was barely touched on the original version. She was planned to have learned skills that focuses more on utility such as her second jump being able to create a holographic hovercraft to cover longer horizontal distances. Therefore, the completed game would have encouraged the use of Chair for getting through stages and the use of Mr. Prez for defeating bosses.
  • The reasons for the different artstyles for the action RPG version is due to different artists. Concept art of Chair was drawn by someone named Kilee. Chair drew Chair. Mr. Prez drew Mr. Prez.
  • Reason for discontinuation: Chair did not know how to make high quality floor blend in with high quality backgrounds and make proper collision checks with them. Basically, she was just afraid to continue on. She, however, feels that this is the best platforming engine she made so far despite it being unfinished. This game had potential and might be revisited one day.
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This is how the action RPG engine looked like during development. If this game would have been completed, this is what Chair's OC might permanently look like.
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Mr. Prez's mugshot for the action RPG version
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Chair can't do sprites well so she covered that by animating the hair, emotions, and sword (not shown here) frame by frame
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Chair's concept art
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Possibly Chair and Mr. Prez in the artist's early sketches
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