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September 19, 2020, 02:43:54 PM

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TIGSource ForumsCommunityDevLogsMortal Sin - Gory Hack-N'-Slash Roguelike
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sonofslobodan
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« on: July 01, 2020, 10:56:33 PM »





Hi all, first time posting here. This my fourth independent game and it's currently a work in progress. Try to maintain your sanity as you explore a randomly generated dungeon with all manner of monsters and jump scares in your path. This game features full momentum based weapon combat and a dismemberment system where you can strategically target an enemy's head or any of its limbs. It's fast paced, action-packed and suspenseful as you never quite know what will be around the corner.
« Last Edit: September 16, 2020, 09:37:28 AM by sonofslobodan » Logged
sonofslobodan
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« Reply #1 on: July 06, 2020, 10:53:22 AM »

Hmm no thoughts at all?

Just added some more jumpscares this weekend that happen at random intervals. Every aspect of the game is randomized from character skills, level layout, enemy placement etc. It's a challenge to make an action game very scary in the true sense of the word. However, my main goal is to use the horror elements to increase tension and heighten the action kind of like Resident Evil 4.
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SgtSelkie
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« Reply #2 on: July 06, 2020, 12:48:36 PM »

I definitely dig the visuals and gameplay of this but the sound effects are pretty terrible. Especially if you're going for a more horror/gory vibe, the sounds of when weapons are connecting with enemies are really tame and boring. You need big, chunky, bass-y and loud sound effects. If I recall correctly in one of those free GDC sound effect packs they had a Gore section that was really high quality.
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sonofslobodan
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« Reply #3 on: July 06, 2020, 03:01:17 PM »

Thank you for the feedback, the sounds are all placeholders now you are absolutely right then need to be replaced with something not so cheap
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sonofslobodan
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« Reply #4 on: September 16, 2020, 09:36:24 AM »

New video showing latest progress. Completely rigged arms, new enemies, more items and smoother swinging system included among many other features. The first tile set of the game (dungeon) is complete and will be moving on to the cave section next. Going to experiment with a different style of randomized levels for the cave where its split into large pre-made pieces arranged in a somewhat linear or "snaking" fashion. By contrast, the dungeon is more maze-like and less linear in nature. However, for an action game the straightforward approach may fit better or perhaps both styles can co-exist peacefully and provide more variety. Stay tuned for more updates and steam early access release!
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