
Introduction:
Until I Have You, is a story driven, fast paced, retro aesthetic platformer. Sporting a weird interface, it's a game based on player skill, the better you are at it, the more impressive you can be. While you'll end up dying an awful lot, I hope you do march on, and beat this. It may be weird at first, but I find it challenging rather than annoying. This is only a taste of more to come.

Team:
- James Spanos (Dualnames): Coding, Design, Music
- Andrea Ferrara (AprilSkies): Artwork, Animation, Design
- Dave Seaman (CaptainD): Sound Effects
- aikex222, Jim Reed, Mandle, selmiak, Ghost: Beta Testing
Features:
- Cyberpunk Theme
- 8-bit Sound Effects
- Chiptunish Music
- Supposedly Innovative Controls
- 8 Levels To Beat
- Boss Fights
- Cinematic Scenes
- Slow Motion
- Parallax
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Most likely to see a lot

Epilogue:
Alright, while I refrained from using the lighting engine on this, even though I started production of the lighting engine on November 29th, this was created entirely from 9th of December till 1st of January. Originally craving an idea to create a videogame that features Boss fights for the past 2 months, and finally doing so feels incredibly nice. Grim told me when I released Go North, a joke game, in a disappointing manner, that he was actually expecting that it was a game, I actually put effort into. Game design has been something I gave up to about a year ago, and slowly getting to write more stuff about videogames, I forced myself into game design as well. And this is what I've come up with, and while I'm seriously thinking of taking this places, perhaps AGS isn't even the proper engine for this, I do hope you enjoy this small portion of a game, which works more like a demo/prototype.