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(+2)

I thought this was really fun. One thing that personally bothered me, however, and this applied to Rhamdon 1 and 2 is that the sprites (as great as they are) make it hard to tell/react to what enemies are doing. I can’t tell whether they will start casting or throw an arrow or attack. Mostly since the sprite to do all of that is the same.

Another issue I’ve had is with the boss arenas being incredibly small as well as bosses hard locking on to you too harshly. To the point where I’m not sure how to approach dodging or countering. This is a similar issue to the enemies problem, since I’m not sure how to practice dodges and parries when it’s hard to prepare for what.

The game is incredible fun though, the variety of weaponry on offer makes it super fun. So much fun I can only hope every playthrough has the ranged attack ring (or at least being able to save). Saves and fully pre-made challenge dungeons would also be amazing!

Love where this series is going though.

(1 edit) (+2)

Glad to hear you liked the game! Even the secret first one!

Full blown animations for the enemies are coming soon, on release, so your issues with them should be mitigated. Stay tuned!

There's a good strategy to get used to the bosses' attacks: Start by just blocking them, so you can get the timing down. Then, move on to parries just as they're about to hit you (the entire blocking animation works as a parry window). Finally, start using dodges (which cancel any other animation, including attacks) to avoid their retaliation while counter attacking.

There's already a save system in place, just exit the game (without dying) and you should be able to continue from the main menu. Next patch, in two weeks, will also feature separate save files for each mode. Also coming in this patch are two new weapons, almost twice as many powers for rings and boss stones, twice as many spells, and much more!

I'm considering a dungeon creator mode sometime in the future too. Who knows?

(+1)

incredible game ! i really love it. it look similar to barony so i love it haha. just, add multiplayer please xd ( and which game engine do you use ? )

Thanks! I don't have the resources to make a good enough model for the other player for multiplayer, but maybe an asymmetrical mode in the future? I used Game Maker Studio for this.

or you can just put a default skin for the player ( i think the most important is not the skin of the player but just the multiplayer haha ).

(3 edits) (+1)

Ran into a crash around floor 17 or so, stack is below.


Also found that game would fail to launch if I had headphone sample rate higher than 192000Hz in Control Panel (eg. 352800Hz & 384000Hz both cause it to crash on launch, with a dump file made inside %LocalAppData%\CrashDumps\), not a huge issue though, but thought you might want to know.


Great game btw, looking forward to any updates!

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FATAL ERROR in

action number 1

of  Step Event2

for object obj_enemy:

Variable obj_enemy.vision(100131, -2147483648) not set before reading it.

at gml_Object_obj_enemy_Step_2

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Object_obj_enemy_Step_2 (line -1)


Thanks for the bug report, I'll get right to it!

And unfortunately I can't do much about hardware or engine-side issues, sorry.

(+1)

Any plans to release a Linux build? Running using wine results in an error after the loading screen after character creation:

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FATAL ERROR in Vertex Shader compilation

ShaderName: sh_perspective

memory:67:22: error: syntax error, unexpected NEW_IDENTIFIER

at gml_Script_draw_sprite_pos_fixed

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Script_draw_sprite_pos_fixed (line -1)

gml_Script_draw_weapon

gml_Object_obj_player_Draw_74

Due to popular demand, I've finally found a way to compile a version of the game that runs on Linux!

However, you have to run it through a Windows emulator, and the player character's weapons will be drawn very wobbly and strangely. Otherwise it should work just fine!

Please let me know if you run into any other issues while playing the game on Linux, and I'll work on fixing them asap.

(+1)

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############################################################################################

FATAL ERROR in

action number 1

of Draw Event

for object obj_player:

Unable to find any instance for object index '101492' name '<undefined>'

at gml_Script_draw_icon

############################################################################################

--------------------------------------------------------------------------------------------

stack frame is

gml_Script_draw_icon (line -1)

gml_Script_draw_HUD

gml_Object_obj_player_Draw_75

(1 edit)

You're in luck, the update that fixes this bug drops today!

Don't forget to check out this page later!

(1 edit) (+1)

From what I see the game becomes easier/more forgiving, I'm not really a fan of this, but that old and odd difficulty curve when the start is rather hard, but when mid/late-game happens it becomes a childs play is way worse, so I'll bear with it.

Maybe a harder mode or custom difficulties? I really like the challenge of remembering how far my weapon reaches and what crafts make what. I just assume that later even more things will be changed, so it probably would be easier to implement it faster.

P.S. Really people? Am I the only one who's still here and plays the game? The last not me or Ithiro made post was made 2 months ago, give the man some attention, he deserves it!

About that difficulty curve, it's gonna get a lot better once I cut the stat gain on level up from 3 to 2 next patch, and allow people to distribute one of the points as they want. Let's see if that makes keeps it fun for the entire run!

Have you tried the Hard difficulty? I've been thinking about adding an even harder unlockable difficulty with the metacurrency. I don't know if anyone will be capable of beating it though.

P. S. Thanks for the comments! I get a more attention and feedback from the Demo Day pages and other sources like Youtube and Twitch, so it's not so bad. Wait until I reveal the game's release title and go harder in on spreading it around!

(1 edit) (+1)

After beating the game once on easy difficulty I have beaten every mode on normal and after that every mode on hard (ever since then I'm hard difficulty only). The only thing that I haven't done yet is hard-pacifist-descent and only 'cause I got bored too fast and then accidently started a new run, but I didn't  had the right mood to repeat until -80 something lvl on pacifist again, so I just forgot about it for some time.

(+1)

Looks like a big update! I'm still here with you and will definitely do secrets once again. I hope to soon see the character behind the tower with my own eyes.

That character is a boundary break-esque secret, but I feel like it'll be fun trying to get to him.

(+1)

By the way, if anyone would think of moding, would you have anything to say? An advice or some technical thing worth of noting?

Nothing at all, they can go crazy with it if they want to. The game is made in Game Maker Studio 1, so that might be something that can complicate things. If demand is high enough I might even cook up some mod tools to make it easier.

(+1)

Me: *Reads features* "A gauntlet on floor 100? What's so special about it? Another equipment piece?"

Me: *After completing easy, normal and 101 floor in chaos-hard* "Looks like I misunderstood the meaning of this. *sigh*"

Hey, the reward is the journey, and the friends we made along the way!

Anyway, glad you had so much fun you basically completed the game 201%.

I'll let you in on a little secret as a bonus: Try not killing anything.

(2 edits) (+1)

The only thing that could be considered a friend is what doesn't kill you on sight, slime eats everything if you ask it or not, trader... well he's a trader, he's all about profit (forget bag of 92 coins for 50 coins)... can't think of anyone/anything else. Now thinking about friends, is multiplayer planed? I mean the game is fun and my computer can actually run it, but friends make things a lot more interesting.

Off I go for 402% game completion! Pacifist-normal, pacifist-descend, pacifist-chaos. EDIT: !!WAIT!! but the bosses? Unless they don't count... EDIT, EDIT: Wait but do merchant kills count (merchant killing other creatures while you are loaded on the floor)? If they don't then trap-kills and creature killing creature doesn't count too?

(Btw, had a nasty bug: remember I said I cleared 101 floor? Well this character is gone, so the story was like this I was on 100+ floor, clearing my inventory off of resurrection rings the most fun way there is: by dying, and one nasty time I died, resurrected, and error report appeared. The game crashed and being not thoughtful person I'm, I forgot to Ctrl+C the report log. Ah, yes, almost the same second I resurrected I entered my inventory to replace broken ring and that split second that I had to examine my inventory before the crash I've seen some kind of lil' square (as an item) which I'm almost sure I have never had or seen before. The morale of this story is this: don't die even if you have a contract with whoever/whatever is the ruler of underworld in your faith, this nasty thing will find a way to lay it's hands on your poor soul.)

I wanted to add some online co-op, but I wouldn't have the resources to fully animate the other player. Maybe some crazy "Your friend controls the enemies" sort of asymmetrical multiplayer mode? Maybe, maybe...

About the secret, you'll see how the bosses will work. Any kills, regardless of if they were your fault or not, count, though. 

And thanks for the bug report, I'll look into it right away and have it patched in the next version (coming soon)!

(1 edit) (+1)

I was thinking about local co-op, but the issue is the same. You could use that sword enemy as a place-holder art for the player and maybe add for example a green circle below, on the floor to identify the player from enemy, later maybe add direction sprites (look from the side, look from the back).

P.S. Ascend-hard-pacifist done! Now in progress descend-hard-pacifist. (invisi-ring plus map-ring is a great combo for pacifist. Also not having powerful kicks trait helps to move enemies away from doors.)

You: *breaking crate by pushing it into enemy or enemy into crate or simply loudly opening a crate, or kicking enemy across half of the map*

Enemy: This is fiiiine...

You: *opens one squeaky door or not oiled properly gate*

Enemy: You dare challenge me mortal!?

(+1)

I am about to try the game, looks great!.

Have fun! And be careful about hitting the walls!

(3 edits) (+1)

The game is good.I don't know what else there is to say.

My suggestions

1) (probably if I haven't suggested that it would eventually be done) character customization, maybe you do want to keep random stats, but I'd like to be able to edit at least appearance of my character, but in my case the more you can chose yourself the better.

2) If you tinker with it the game could have a lil' more horror aspect to it and I'm all for it(we already have humanoid abominations, small and annoying homunculi, goats that rather won't be sacrificed in demonic ritual but will sacrifice you instead, creepy shop keepers, hellish dungeon type and the main feature - the fog which hides all the horrors lurking in dark with only thing that makes you feel safer is a lantern which needs constant fuel and equipment which might break at any moment, really why stop here?)!

3)Unique named items? They would have unique properties, look and name (name  and properties could be rng). Maybe in addition to that add, books or something that could tell lore so that these items could be mentioned in there.

4)Enchantment upgrade + spell = predefined enchantment. Example {Enchantment upgrade + heal = heal enchantment / heal enchantment + shield = shield which restores some hp on successful parry} also enchantments should have predefined power so that it would scale from intelligence only during creation, but after it is put on equipment it should have independent power.

Exploit of the comment:
You learn buff spell which increases your intelligence, any other spell and from 1 to maybe 3 potions which restore your mana. You see where I'm going? For example {buff + mana potions + summon weapon = op weapon which kills everything 1 hit and has no weight}

Thanks a lot for the review, and I'm really glad you liked it!

  1. I'm still considering it, but since it's a frequently suggested change, I think I might just make it a thing soon, so stay tuned!
  2. The game does have a big touch of horror, but is not too focused on it. I'm always doing stuff in a way that makes it scarier, though, so suggestions are welcome.
  3. I'll consider it, but I prefer it when the game itself creates it's own magic items completely random each time. Maybe I should make the name generation for equipment less generic?
  4. Enchantments for weapons and shields always scale directly with the equipment's power, usually making it 1.5x better. I don't know about sacrificing whole spells just to get a guaranteed enchantment... But I might add it just so spell drops aren't completely useless to low-INT characters.

The INT buff spell really can easily break the game, but that's part of the fun! Try it with the HP to MP conversion spell and enjoy tearing the game apart. I might need to nerf it again though...

(1 edit) (+1)

I looked at the pictures and the game looks nice but when I open its a lot more pixelated at a distance that i thought could you maybe add a slider to make it a little less pixelated. i know this is stylized after old pc games but i really cant get used to it but to be honest I love everything else and will continue to play regardless.

I'm glad to hear you're having fun!

A massive update is dropping next week that includes a tone down on the pixelization, among a million other things.

Look forward to it!

(+1)

Hey again just a few things i would like to say. 

1.I love this game so far just got to floor -27 and it took a hour and fifteen minutes keep up the awesome work on such a great dungeon crawler.

(some feedback)

I don't know what stat makes you kick crates farther Strength? But at one point I could kick them into walls and across the room it was pretty funny.

Floor spikes should break crates when kicked into them.

the adrenaline ring is very op I could not die to traps but i was a high level. It wasn't impossible to die though.

Thanks for a cure to my boredom sorry for a long message i love the game.

Thanks for the feedback!

Yes, Strength is what influences your kick's power, and they're getting toned down next patch.

Spikes breaking crates would make it too easy to get the goodies inside. It's supposed to be a tradeoff between it and the durability cost, or the skill to get an enemy to break it for you, or with them.

The Adrenaline ring is getting a rework alongside most of the rings in the game, for the better. It'll be less broken, but more fun!

Hope to keep you entertained with all the stuff that's coming!

(+2)

I'm enjoying it so far, also did you use some Morrowind sfx?

Glad you're having fun!

And yes, of course! I couldn't resist after finding those sweet sfx in free sound libraries.