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TIGSource ForumsCommunityDevLogsThy Sword - 2D Roguelike Platfomer [Steam 2017]
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Author Topic: Thy Sword - 2D Roguelike Platfomer [Steam 2017]  (Read 33460 times)
Fainz
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« Reply #180 on: September 17, 2017, 06:23:04 AM »

Played Thy Sword last year at Vaasa Game Days, it was a lot of fun (especially 1v1 pvp combat). Nice to see the progress you've made since then. Somehow I hadn't noticed the devlog earlier, but now I'll definitely follow this until the game is finished.
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Gamephasenet
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« Reply #181 on: September 17, 2017, 09:15:56 PM »

@SkullPixel
@Fainz

Thank you guys, prepare yourselves for battle (soonish)!  Coffee

Steam page is live! Oooh, getting real.

http://store.steampowered.com/app/560300/Thy_Sword/
« Last Edit: September 18, 2017, 12:54:03 AM by Gamephasenet » Logged

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« Reply #182 on: September 18, 2017, 01:02:20 AM »

Nice game, you should considering submitting it to Indie Tribe and see what happens!
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« Reply #183 on: September 30, 2017, 08:38:13 AM »

Hello swordslingers  Coffee

Touched up the title screen some more.
Dealing with the controller support. Getting most controllers to work out nicely.
Player presses keyboard or gamepad and the game activates a hero and with the preset control setup.
(...and your customization gets saved between games)




Tutorial taking shape.




One big thing is release date (timing-wise). There's so many "don't release on XX" words of advice...
I guess one way to look at it is: your Indie game doesn't compete with the AAA titles, so not really a big deal.
But of course everybody wants to be able to gather some attention somehow.
Thoughts guys? Would love to hear 'em.

Today's juicy GIF:
The Sorcerer of thorn - Heäs been around since the beginning, but he keeps leveling up.



------------------------------
Take care and enjoy the grind!  Coffee

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« Reply #184 on: October 03, 2017, 07:34:24 AM »

Hello lads and lassies.

While the coffee pot/machine silently brews the next life serum of old & new gods...

Haven't actually showed off the graphic screen modes. So here are some examples.
First "normal", then gridlines, then full crt-tv effect:







These are, of course, fully optional. Up to you how much you scratch that retro itch... Coffee


Bonus: Game mode select screen: (isn't that the most catchy name)




Until next time.
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« Reply #185 on: October 03, 2017, 10:48:34 PM »

The sorcerer's spell looks juicy with all the build-up, flash and screenshake. The name and health bar shaking is a nice touch.

I like the gridlines effect. It looks darker than normal mode though because of all the black lines, maybe up the brightness a bit in that mode?

Game mode selection is simple & clean, but some description for the modes would be nice (what's the difference between adventurer and hero?)
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« Reply #186 on: October 04, 2017, 03:49:38 AM »

Thank You Fainz,

Spot on, here's a more detailed look:

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« Reply #187 on: October 04, 2017, 05:10:35 AM »

The sorcerer dude is fantastic, i like the shake when he casts the spell, really adds to the OOMPH

Tho whole game is amazing, can't wait to throw my money at you HAR HAR
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« Reply #188 on: October 13, 2017, 08:45:20 AM »

Greetings,

Choices, choices. Choose your Hero character wisely. At first, only the Barbarian and the Valkyrie are offering their services.
Later several more mysterious heroes will be available (if you unlock them).



A graphic  Shocked screen regarding them standard controls. Again: Controls can be customized, and gamepads are supported!  Coffee



If I could, would totally set the progress bar to 95%
Just a quick friday update! Later
« Last Edit: October 13, 2017, 10:05:30 AM by Gamephasenet » Logged

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« Reply #189 on: October 14, 2017, 08:51:51 AM »

Finally updated the trailer!
Getting it ready for launch time.





More focus on action, new content and polish. Coffee
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« Reply #190 on: October 15, 2017, 06:27:35 AM »

Playing a level, with the most epic and fierce Valkyrie.
Beta testing!  Coffee

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« Reply #191 on: October 21, 2017, 09:50:16 AM »

Update Saturday  Coffee
---------------------

Final stretch, friends. Final stretch.
Finally got Beta testers going. PM if you want to get in. Grin

Some shots of levels where the Hero is under some heavy fire.
Beholders with spray attacks and in the second one crossbow goblins with serious trigger fingers.





In other news:

- Light source on exploding barrels
- Re-introduced the "easy" mode AKA Apprentice
- Reworked/Polished the Dragon Boss (shhh.... Wink)
- Completed the hero characters unlocking
- Skeletons now dropping loot (they were cheapskates...)
- + some secret stuff!
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« Reply #192 on: October 27, 2017, 04:07:01 AM »

Hello!

Some updates. We're crunching together the final pieces this weekend.
Don't have a set launch date yet, but mid-november.

Some footage of the dramatic death matches taking place at the office from time to time.
Got some people in our local indiedev to playtest in tournament mode yesterday. Good fun!



Excerpts from the technical changelog:

- Zombie headchop animation tweaked
- Rock giant rock shadows
- Volcano rock shadows
- Dragon lord flies away if hero gets too close (and a few other tweaks)
- All text outlined in the village (merchant, gambling etc.)
- Boss intro and health bar text fancier
- Throw sound for axe trolls
- Enter can be used to interact if keyboard is chosen as input method
- Interacting bugs fixed in co-op mode
- Fixed Rogue and Paladin unlocking music stop bug
- Alpha blending disabled when drawing scaled game to screen (should improve performance)
- Now there are thieves mucking about...

- Map screen crash after getting all crystals fixed
- Whispering Woods difficulty tweaked
- Fixed depth issue with crystal gained message
- More thorough game mode texts
- Afterlife ladder climbing removed
- Sorcerer bug definately fixed (maybe

Some epic knight in a threatening pose:


Now and then you get a funny glitch: Final Boss is ...hmm..a minidrone?
Will try to sort it out now. Scaling issues.  Coffee



Stay tuned!
« Last Edit: October 27, 2017, 05:40:45 AM by Gamephasenet » Logged

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« Reply #193 on: October 28, 2017, 11:43:29 PM »

#sundaygrind

A Gnoll marauder wins today's Darwin award. Congrats!!!



Die by the Arrow or the Sword! Your choice.



Shopping spree (Halloween sale..?)

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« Reply #194 on: November 04, 2017, 11:51:39 PM »

Hello,

What news from the north?

Steam release date set - Nov 14th 2017Smiley

The "to do" list of eternity seems to actually get smaller these days.
Three years of work on Thy Sword is finally starting to make sense as the release is getting closer.

If yo win a battle - Prepare for the next one!




Ye olde changelog:

- Lurking Horror laser visible after death bug probably fixed
- Sorcerer trapped on edge of platform bug probably fixed
- Sorcerer magic attack timings slightly tweaked
- Saving disabled @ game over
- Fixed bug with saving when hero(es) are dead
- Progress saved when quitting via Alt+F4 or the game window exit button.
- Max two poison beetles per level in Whispering Woods
- Conflicts regarding interacting with gamblers etc. should now be fixed.
- (B) button on XBOX compatible controllers now work as back/cancel (merchant, gamblers, controller config, pause menu etc.)
- Input methods can be swapped between players when configuring controls
- Tutorial crash fixed (introduced in previous update)
- Character select fanfares added
- Steam screenshots work (wasn't handled automatically)
- Die on ladder bug should now be fixed


Jackpot:




The Indie game market is a mysterious and dangerous place as we all know...kind of like the Fiery Mountains of Doom:




It's really awesome to have a nice community that supports you. So big Thank You to everyone who has commented and given feedback. Some days it's that alone that keeps you going.

Take care,
//GamePhase Team

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« Reply #195 on: November 14, 2017, 09:55:34 AM »

Today Thy Sword is released on Steam!

Three years of hard work. We made the game with a lot of passion
and we hope you will enjoy playing it.

Big Thank You to supporters, testers, fellow devs, friends and family.
A world of sword and sorcery awaits!

http://store.steampowered.com/app/560300/Thy_Sword/



All the best,

//GamePhase
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« Reply #196 on: November 14, 2017, 10:06:14 AM »

Congrats! I'll buy and play this evening  Big Laff
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« Reply #197 on: November 14, 2017, 10:51:00 AM »

This looks really excellent! I bought a copy and now I've just got to convince someone else to get one to play with me, too...
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« Reply #198 on: November 17, 2017, 08:11:27 AM »

Phew! Game is released AND the work continues.
Luckily, people of epic awesomeness report lingering bugs and polish suggestions.

(Not to mention the marketing challenge for a small dev studio.)

Updates & changelog:

- Lurking horror laser is now semi-transparent.
- Rock giant rocks knockback direction fixed.
- No poison damage after one hero has entered a gate.
- Loot does not get stuck on upper platforms for Liches and Dragon Lord bosses.
- Adventurer is the default game mode selected after completing the tutorial.
- Added a summary line to the game modes.
- Saving when entering The Dark Tower should now work correctly.
- Sorcerer orbs destroyed instantly when the Sorcerer is killed.

Cheers!
Coffee

http://store.steampowered.com/app/560300/Thy_Sword/

In a week we will participate in a small local yearly games conference.
There, we will challenge players to face the devs in mortal sword & sheild combat!
Better get some practice in... Shocked

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« Reply #199 on: November 18, 2017, 09:02:12 AM »

Bought and played for like 6 hours yesterday with a co-op friend! Very polished, extremely fun. Figuring out how to consistently chop heads off is satisfying af. Personally it reminded me a lot of Castle Crashers, but I have to say, much less monotonous and much more fun/nuanced than Castle Crashers.

BTW I noticed a sort of over-powered strategy: Hitting enemies from the floor below causes them to *predictably* jump down a floor. This gives the player ample time to setup an easily reproducible special swing to decapitate enemies with high consistency. Not sure if intended or not, but if you wanted to change that, maybe add in some small RNG timers, or something of the like to make the strategy less consistent.
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