I've been working on a cute FPS where you fight a bunch of ghosties. You have to manage the tug-of-war battle between the light and dark energy that powers your weapons. You have a rapid fire light magic shot and a dark magic spread shot. Using your light magic makes your dark magic stronger and your light magic weaker, and vice versa. Juggle this with running around collecting power-ups and dodging attacks. Itch.io link
Art and UI are placeholder. Any feedback on difficulty, fun, or bugs would be appreciated. I'm also open to game name brainstorming.
Bold Blade, the bitesize pixel art action RPG where your sword keeps getting bigger! Pursuing the legend of a sword powerful enough to fell mountains, you journey to a remote island populated by demons.
Updated to version 2.0 today: The main changes for this build all revolve around game balance, and having the game consistently get more difficult in a fair way. A lot of players reported the first boss battle being much more difficult in comparison to later bosses, so that battle is the one that was adjusted the most. One of the encounters before the boss was changed so that by the first boss you have leveled up to level 4 and have a better skill selection, given that you don't skip any encounters.
Other big changes include: new icons for Light and Medium armor and Quest items, some adjustments to the cooldown time of low cooldown skills like Black Bolt, the Defender skill refilling Defense in addition to Max Defense, and overall adjustments to Difficulty modes and overall difficulty.
Hi guys, been awhile since I last posted here, and quite a bit has happened:
Greenlight
Updated to v1.9
Paper Sorcerer press
Avatars
New Screenshots
Steam Greenlight Paper Sorcerer is now on Steam Greenlight! I'll send anyone that bought the game already a Steam code if it succeeds, so I'd appreciate if you took the time to vote.
If you haven't already tried the demo, you can download it or play it in your browser! Try the demo now
v1.9 The game recently updated to v1.9 One of the main changes for this build is that the Shop and Equip menus preview the result of equipping an item better. Also, now the Item menu stays on the same item after you use it, which helps when using potions and the like. I've also added a new effect for the Bleeding status effect and made various balance tweaks.
I'd also like to point out that saves from the downloadable demo are transferable to the full game.
If you'd like more info about what has changed since the last version, you can find that on the Ultra Runaway Games forum.
Press: Kotaku gave Paper Sorcerer a quick plug:
Quote from:
Behold, the recently-released Paper Sorcerer, a Kickstarted indie RPG with a look all its own.
This looks like a very interesting combination of old-school turn-based RPG, with a very interesting modern first-person aesthetic, fantastic use of blank space and unreal design.
There’s lots going on here for something so cheap, while still being a very stripped back RPG for modern standards. The concept is novel, the approach is intriguing, and the challenge enough to keep things interesting. I’d say this is well worth a poke.
And Paper Sorcerer also got featured on IndieRPGs Checks Out:
Quote from:
The developer has done some nice work making the Librum Claustrum feel like a unique place. The game’s NPC encounters, flavor text, and ink-and-paper graphical style all distinguish it from your run-of-the-mill dungeon quite nicely, and I find myself wanting to learn more about this bizarre locale.
Avatars: I thought you guys might like Paper Sorcerer avatars!
Each album contains all the square images at the size listed. Right click the image, "Save As" somewhere on your computer, and set your Avatar on Penny Arcade and elsewhere to spread the Paper Sorcerer love! On Penny Arcade, you can change it by clicking on your icon in the upper right -> Mouseover your avatar on the left -> Change picture -> Choose picture.
Hi guys, thought I'd drop in and post some more screenshots. If anybody has any questions or comments, don't hesitate to post. The game giveaway is still running, so remember to enter! http://bit.ly/16cYX0x
Christian, glad to hear you like the art, spent a lot time developing the style. Always feels good to hear hard work was worthwhile.
Hi there! I posted about the game I'm working on awhile ago, when I put the beta demo online. It's almost finished and I'm hoping to release it this month. Thought I'd ask you guys if you'd mind giving me some input?
Fans of classic, western-style first-person role playing games are invited to discover Paper Sorcerer for PC/Mac/Linux/iOS/Android, a single player turn based RPG focused on strategy, party-building, and environmental puzzles. Fight with the skills and spells you've learned in a battle system that emphasizes strategy over grinding. Assemble a party of monsters and dark creatures to fight alongside you. Explore and solve environmental puzzles to unlock secret paths and find extra loot! A double-sided adventure, an RPG with adventure game elements.
Key Features: -Play as a renegade sorcerer as he struggles to escape the book prison and regain his powers. -Escape a magical prison filled with heroes hunting you down at every turn. -Leave behind mana and to-hit rolls for an exciting new battle system that emphasizes strategy and tactics over grinding. -Strategically manage an energy pool to unleash devastating special attacks in battle. -Assemble a party of fiendish creatures to join you as allies in battle. -Numerous different creatures and fiends to unlock, further customizing your party; including a healer Witch, a trickster Imp, assassin Troll, and a berserker Minotaur. -Discover fiendish puzzles and solve them with a combinations of spells, items, and your wits. -Hand-drawn high-resolution sprites -DRM-free for PC, Mac, iOS, and Android -All-inclusive game, promise to never make you pay for DLC content.
Story: A powerful sorcerer is on the cusp of dominating the land. A group of heroes bands together and seals him away inside a magical tome. Now as the sorcerer you must escape from this ancient prison and find a way to regain your magical powers using your wits and an array of summonable creatures to aid you. There may be more powerful forces at work as you navigate the dungeons and fight the heroes sent to subdue you...
Hi, I posted about the game I'm working on awhile ago, when I put it up on kickstarter. After a successful kickstarter, it looks like I'm going to be finishing it up soon, and I've put up a public demo. Thought I'd ask you guys if you'd mind giving me some input? Here's the website (wiith the demo): http://www.ultrarunaway.com/ Here's the kickstarter: http://kck.st/MlkjhG
Paper Sorcerer is a first-person turn-based RPG with adventure game elements inspired by Wizardry, Dungeons and Dragons, and Shadowgate. For those who haven't played Wizardry, it plays kinda like Etrian Odyssey.
Thanks for the input guys, I appreciate it. I'm planning to start distributing demos near the end of July. I'm working with the Unity engine. It may not be the reason you don't like first person battles, but if it helps, I'm making sure you can see all your summons attack. Most people I've met that don't like first person battles, it's because you don't see your characters. So even from the beginning I've made sure to have animations for the summons attacking. I glad you guys like the art style, I spent a lot of time developing it, feels good man.
I put up some new stuff now. A new gameplay video and a new reward tier that includes the extra summons with a digital copy of the game, at $15. video:
Also in this build I implemented the bar graphics, and in testing different images, I settled on less colors, with gray bars for defense and energy.
Here's a slightly more recent screenshot with the updated bar colors. I plan to make an image for the bars, but working out gameplay/battle mechanics first.
Thanks for the feedback! Oh, yeah, the screenshots are from an older version, I've taken care of the colors since then. At that time, I had just dropped them in and wanted to see that they worked.
The font too? What kind of font would you suggest, could you give me an example?
Hi, I wanted to see if you guys might be interested in my game I recently put on kickstarter. Also maybe would you mind giving me some input? Here: http://kck.st/MlkjhG
Paper Sorcerer is a first-person turn-based RPG with adventure game elements inspired by Wizardry, Dungeons and Dragons, and Shadowgate. For those who haven't played Wizardry, it plays kinda like Etrian Odyssey.
The first time I opened it, the Unity player crashed and my browser froze for a little while.
Playing, I'd help a lot if you had the camera slow in and out at the beginning and end of movement. So that its not going 100mph when you barely move the mouse; start slow, then speed up after you move the mouse for awhile. It'd help me personally if the crosshair was on by default. Without it, its a bit trial and error.
The first puzzle was confusing, given no prompt to try to bounce the ball. I was convinced I was supposed to jump onto the platform for awhile.
Its really pretty looking and the bouncy ball gimmick is interesting. If the ball could look as cool as the environment, that would be nice.
Hi, I'm Jesse and I'm crazy enough to work on an RPG for my first game. Ever since I was a little kid, and my mind was blown by the idea that I could select my attacks from a menu, RPG's have been my favorite genre. So after some time fiddling with smaller projects that never went anywhere, I decided to just take the plunge and make a dungeon crawler. I look forward to when my first game is done and I can call myself an indie game developer.
I wish that it said anywhere on the site or on the launcher that I should sign up for an account. I was confused and didn't understand what to do until I saw it written in an obscure part of your site. Look at anything by Nexon to see how they do it better.
Also the launcher is unclear in general about what I should click in order to get the game to start. it says optional on one part that I need to fill in in order for the game to start, and very little is clear about its function. Also a small thing would be to change true/false to on/off, and to put descriptions for the things that a player doesn't necessarily know what they do, like Antialiasing samples, FOV, or Frame Buffer.
The wasd controls to navigate which spot I'm putting the block are unintuitive, I found myself often misplacing things and having to redo it. Also the yellow block that shows the spot I'm going to place next is confusing because it is two blocks long or something? Still don't quite get it. The tutorial text is rather small, especially compared to all the other easy to read text. I kinda feel like a good version of the ship creator that you're trying to do is the Kingdom Hearts gummi ship one. The symbology for the blocks is confusing and I don't know what any of it is [graphically].
I wish that on the ship page of the site that it displayed images of the ships in the list.
There's no balls left counter, adding that would be a nice bit of polish. I really like the different theme of 'snare drums need drumming' that I get from it. while the stars particle effect in the corner is good feedback, and brings attention to the score, I wonder if you could change the particle to something that matches the theme better.
while I like the look, I wonder if it couldn't be improved by introducing some elements that are different? Right now all of the objects on screen are variants of grey, except the slight blueness of the background. Might you not introduce some colors into it? Like maybe if some things were worth more points, they'd be a different color? Or if they turned a color when you hit them, maybe a desaturated orange? You've got differentiation by shape down, so if you differentiated by color as well, that could really add something.
Watching your videos, I notice a lot of improvement. I see that the modeling and texturing have gotten better, but the cockpit could use some of that attention, since we're always looking at. The specular on the asteroid that you fly through in the most recent video is much to high, looks strangely wet. The HUD is pretty Star-Foxy, pretty cool. All around the concept sounds fun. Keep truckin'.
I want to change the specular color as a customizable option. Also, glitter paint. Also, I want ground effects. And a huuuuuge spoiler, the one that's there is pretty big I guess, but I want an even bigger one! Also how do I get decals like in your screenshots?
The controls feel like the game is meant for a gamepad, but I'm playing on a keyboard. With a markedly digital feeling [as compared to analog]. For example, when I hold right[ rather than just barely tap it], I spin out. My other issue is that sometimes it seems like I can't accelerate, and I don't understand/can't get a lot of the controls listed on the website to work. Like x seems to do nothing. If you want something to look at, Nitronic Rush has a nice arcadey feel, but the racing controls are really tight. [and it is free]
The sound isn't Steam quality [no bass, kinda tinny], and I wish there was some cute/goofy music to match the aesthetics.
But on a final note, I like the toy cars aesthetic. Gives it a very playing with toys aesthetic, from the pastel colors, to the chunky shapes, to the goofy stunt sandbox.