Contents

Storm Dash: I've got the power!

Hello fellow Earthlings! Today, I, Captain Kalaw Vargánya Művek, shall present you the 3 powerups that are available in Storm Dash.

These are exactly the ones that were described in the previous post.

Something that was not said earlier was that the character has an energy meter. If their energy is 100% depleted, they cannot do moves until the energy comes back. And of course, using the powerup is the thing that will burn energy.

  1.  Ground strike
    Just as described as well. This enables the player character to smash into ground, and bounce back the droplets in the process. Observe:
  2. Speed dash
    This makes the character able to gain some speed boost, which can be useful to get out of krézi situations. Osbreve:
    Notice how the player isn't in the center. This is because the camera does not follow the character perfectly; it slightly lags behind.
  3. Droplet repeller
    This is a lasting powerup, which means that it will be active as long as the correct button is held (currently key "F"; still need to make a mobile correspondant). It will disturb the nearby droplets' way, and make them go away. This effect is fashy though, so we built in a setting that will disable this, so that people with epilepsy can play the game as well. See:

Plus, we have a new powerup-esque thingy, that will protect the character form every single harm possible; when timed correctly. This ability is called Guarding, and the idea was taken from a certain game, which is guessable from this post already; namely, the first paragraph.
This works almost the same way as in that game; except that here, it dissolves each damage. It lasts for 0,5sec.

And now, watch everything told here in full-motion action.


 

Storm Dash: Breaking news

Well, it feels good to write here. After a month we can share you share some with news with you share some news with you. The game has been in regular development. Slowly, but surely are we going to publish it. About where to publish it, we currently have no plans on. But anyway, let's get to see some of the fresh sachen:

  • We started to employ JavaScript next to gDevelop code. 
  • Implementing purchasable powerups, which can be used during gameplay (only one though). More to most likely come.
    • Striking the ground which creates earthshake, which in turn causes the droplets to bounce back into the clouds.
    • Speed dashing, that gives the character a little sideways thrust while moving.
    • Droplet repelling, that... repels the droplets from character.
    • Have a look at the concept arts drawn by me:



    • And a look at the state they are currently implemented at:

    •  
  • How do you like the new shop by the way? The thing is that there are 2 shop screens. You will probably be able to choose the one that attracts you, but let me show the other one to you.
    •  
  • Some new settings
    •  
  •  Credits page (ignore the music, just listening to some chilling shit)
    •  
       

 maybe that's it. Release is appcroaching.

(editor's note, at 2025. oct. 24.: I replaced the concept art image) 

Storm Dash: Early customization screen

Take a good look at the customizator screen. Earlier, you could equip stuff you bought in the shop, from now on, the shop screen is only responsible for purchases; equipping/calling will be done in the new customization screen. More features coming soon (such as different backgrounds and whatnot).

New personalizer screen

You can only choose the goods you already bought obviously. The rest are greyed out and unable to be clicked on. Green arrows remind you of your pathetic choices about what to play with.

You cannot buy stuff twice
Now, the buttons will only let you buy the picked item/character, not employ them.
New items are available
Once you purchased fast food and disguised it as your own cooking the necessary goodies from the thrift store, you can go on to make the aforementioned, pathetic gameplay choices.

If you have any idea about what to add, let us know :-)

Storm Dash: How to play

You will read the key elements of our first game, rightfully called Storm Dash. As of the writing of this article, development of Storm Dash is well underway, so please expect differences from the final product; once it's released, refer to the updated article for the best informations. Everything here apply to the beta version.

Firing up the game, you can see the Team Falcon Dev logo.

After this, the player immediately finds themselves on the title screen/main menu.

From there, they can go to the store; adjust the settings in order for the gameplay to precisely meet their needs; and customize the feel of the main attraction (the latter being currently very sparsely implemented).

The settings allows the player to make the game play the best possible way. Here, we can tune the difficulty of the game; join our Discord playground; toggle the playtime timer; the developer console; the particle visuals; and toggle screen shaking.

Going into the shop will reveal all the purchasable items in the game. Please note that the money the player has is earned through sheer gameplay, and there are no inside purchases, or real money conversion. We can choose from a variety of character skins, and rain droplet materials.

The game's main attraction obviously lies within the Start button on the title screen.
From there, we need to watch out for raindrops, as one raindrop will kill the character with no hesitation, no questions asked (we will add healthbars though, worry not!). The character can move sideways, and jump instantly.
The play is composed of so-called waves. Each wave will come by time intervals of 10 seconds, and the game will gradually get harder. The first few waves let us grab the gist, the e s s e n c e of the controls. Then, dumm-dumm-dumm!! Lightning will begin to strike every ~5 seconds. Worry not, it is marked with an excalamation mark before the strike for 2 seconds.



You can also play in a so-called Orb mode, which is essentially identical to the Normal mode, except you have to collect yellow balls which are drowned every second. Running out of orbs means INESCAPABLE DEATH.

It's alive!

How it started

note: this page will be updated from time to time to accomodate for our newest bestseller stories

The time is 2025. august 1; 17:03. The story of this team starts with a teen guy, named Falcon999 (his username at least). He was a beginner in gDevelop, a (mostly) no-code game engine, and wanted to develop his skills with other people. So, he wrote a teensy little post into the gDevelop's official Discord server, looking for collaborators. This was about to spread though, as a handful of people from all around the world (even from the same country Falcon is from) had a proposal to join forces. Most of them joined forces. This alliance became to be known as the Falcon Dev Team.