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Community / DevLogs / Re: Nephilim Hunt - Bloodborne meets classic roguelikes!
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on: February 02, 2018, 03:46:00 AM
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SHOP UPDATE
This update introduces a huge chunk of the core gameplay: There's now an item shop, letting you customize your character's build, featuring twelve unique items which alter the way you play, allowing multiple unique playstyles. The game now also features fully functional damage system, meaning you can deplete your health and destroy some dummies. Also, look at this explosion! https://youtu.be/RG-orJVFcXU?t=2s
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Community / DevLogs / Re: Nephilim Hunt - Bloodborne meets classic roguelikes!
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on: November 30, 2017, 01:44:14 PM
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WEAPON UPDATE It's been a while, but the game now has a stamina bar, a fully working equipment system, a dagger with four different attack animations, a teleportation rune on every dungeon level and more. I've had some technicalities to conquer, but now the development should speed up a little. Planned for the near future: *A shopkeeper *The first bossfight (but no regular enemies yet) *more items *A tutorial
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Developer / Art / Re: show us some of your pixel work
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on: November 08, 2017, 09:07:47 AM
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they've both got really strong mood for sure
I really want to play what I see in those screens
Then that's a shame, that both games are suspended in production 
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Developer / Art / Re: Is this logo aesthetically pleasing?
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on: November 02, 2017, 01:14:22 PM
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Both of them look like metal band logos so you'll have to consider whether that's the feeling you want to convey.  Yeah, you surely got it  Here's my current iteration:  Edit: As you can see it's no longer a whole screen but logo only.
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Developer / Art / Re: Is this logo aesthetically pleasing?
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on: November 02, 2017, 05:08:39 AM
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at least remove the empty space below
Yeah, that's something I'd also do, but this image will be a whole menu screen, and there will be some graphical content underneath the logo. You should probably shade the text/border to engrave it in the marble. Currently, it feels like just sticked over it.
That's something I didin't think of, may be nice to try. I think i kinda want it to look like golden ornaments in churches.
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Community / DevLogs / Re: Nephilim Hunt - Bloodborne meets classic roguelikes!
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on: November 01, 2017, 05:38:53 PM
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Thank you kind sir for checking it out! I think itch.io was having some cheerful maintenance time. I think I will be adding screenshots once the game's core will be ready, so not yet. Sure they are, but unfortunately i burdened myself with complex graphical operations  Yeah, NetHack and ADOM are my main sources of inspiration for the roguelike aspect. That cat will later become the player's pet, it was the first sprite i created to test the game's resolution  Nice that you figured it out, I think you may have missed dodging, which is performed by clicking the character's shadow and dragging away, then releasing.
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Community / DevLogs / Nephilim Hunt - Bloodborne meets classic roguelikes!
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on: November 01, 2017, 04:34:34 PM
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Welcome to all, let me introduce you to my new labor of passion. StoryIn the exhausted reality, fearful gods prison a poor human soul in immortality, pitting him again and again against Nephilims - twisted nightmares born of godly slumber. As the gods are unaware, that the mortal's inprisonment is vain, it's completely on his own to break the shackles and put his restless soul in peace. GameplayNephilim Hunt will be a fast paced roguelike, with simple but deep controls, and vast world full of secrets to explore. Between hectic combat gauntlets based on the likes of Dark Souls or Enter the Gungeon, there will be a big deal of inventory management and other heavy decisions (start an optional boss or nah?) which's outcomes are amplified by permadeath. What's so exciting about this?*Random levels, adding much replayability *Mobile game with controls designed around platform's limitations *Depth of interaction - for example, you will be able to drink the poisonous potion, throw it at your enemy or cover your weapon with it *Secrets - I will add many of them, and some will be obscure. One will involve tracking moon phases in real life, one will involve gifting a frail invisible person with treasure... *Easy to learn but hard to master combat - everything will be done with simple swipes, but skilled player's will be wary of attack patterns, ranges, sweet spots, velocities and more Where is it?The early prototype build can be found here: https://lunaticdancer.itch.io/nephilim-huntIt's fine to download if you want to test the game performance or have a sneak peek, but my bet is, that the final game will taste the best unspoiled by the impression of the unfinished thing. Do as you please  Best regards, LunaticDancer
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Developer / Art / Re: Is this logo aesthetically pleasing?
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on: November 01, 2017, 02:55:11 PM
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leave just the writing, that marble background does not look good
That's new! I surely will consider this, but I think i may be liking this background too much to give it up. Still, thanks for the opinion 
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Developer / Art / Is this logo aesthetically pleasing?
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on: November 01, 2017, 12:01:34 PM
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Don't sugar coat it, tell me what do you feel. I'm all about aesthetics, the unreadability of the text is the part of it's charm and my deliberate decission. It says "Nephilim Hunt". Overally, the presented picture will be a main menu screen (320x180).  The game will be about hunting demigods called Nephilims in the world of colliding realities, which cause each other to spoil. The main character commited suicide to be able to swiftly move between various planes of existence, but is also stuck in unending cycle of convoluted reincarnation. With this background in mind, do you find the logo fitting? Also, here's a screenshot from the prototype: 
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Developer / Playtesting / Re: Rize of the Summonds: Upcoming Metroidvania. Transform Into Dragon, Wraith, etc.
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on: July 23, 2017, 12:24:06 AM
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This is kinda sad. The art is good, but nothing else really. The jump height variation is almost nonexistent, the characters are painfully slow. There's little to no point in transformation, the waiting time of transformation is infuriating, combined with the fact that you can't choose what to transform into. The base Unity UI looks rather awful, it's conflicted with the overal artstyle. The game is really juicy in particles, that's ok, but the animations are stiff and unnatural, there are no exaggeration frames whatsoever. The animations really need a feeling of weigth to it. It's also kinda bad, that you can fall off, and the game does nothing about it. This game needs a tutorial, and more importantly, more initial space to test the things out before you run into enemies. I think your main thought is "all those monsters are cool, so the game starring them will be cool". This could be true, if they weren't just there, these things are cool for a reason. Wraith? He could be for example turning into smoke, dashing like crazy and slicing things in half. Dragon? This could run on all fours, eat stuff alive, climb walls with it's strong claws, etc. Overally - the game needs much work to be at least "meh", but the art is good.
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Developer / Playtesting / Re: Tech Antiga - my gameplay sucks, please help me fix it
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on: July 12, 2017, 09:19:07 AM
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The SUPERHOT-like graphics ain't bad at all, but it's ridiculous how aiming obscures your vision.
First and foremost, this game needs an OBJECTIVE, or if you're really stubborn, a strong redeeming feature to make up for it. Tutorial would be nice. Also, make some civilised means of escaping the game.
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Developer / Playtesting / Re: Warlock Bentspine: Neanderthal Edition
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on: July 12, 2017, 08:57:50 AM
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This game is incredible, it brings an awesome early 2000's indie feel (Cave Story, Alex the Allegator). The only thing i'd change is rebinding Q to somewhere like Z, Shift or V. Still, it was awesome to play 
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