Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

FPMVView game page

First person action-exploration.
Submitted by Qwott — 2 days, 19 hours before the deadline
Add to collection

Play game

FPMV's itch.io page

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

I killed zombie (really cool enemy) and skeletal but I couldn't get the spooky box and wasn't able to progress further, if there's anything else. 

I like the idea of the combat but maybe an indicator to know when your attack is fully charged would be good. Visual or audio, either would help, I let go of my attacks too often and they weren't fully charged. 

Overall neat idea. I like Dark Messiah and King's Field and this game seems to take inspiration from both. Hope to see your game again soon.

Developer

>spooky box

Not sure what you're referring to there, unless you're talking about the optional spirit regen upgrade that's just there as a placeholder demonstration of the shadow walls. You didn't miss the levers in the room with the skeleton, did you?

>if there's anything else

There's a whole level with a boss fight at the end.

>maybe an indicator to know when your attack is fully charged would be good

I guess I could show it on the reticle somehow, but it's fully charged when it finishes blending. Combat is very unpolished since I felt that light attacks and kicks weren't very useful and wasn't sure what to do with them.

Submitted

prep56just record a fart

Submitted

I have no idea what to do with the spell casting torch. I would be willing to play a mix of Dark Messiah with some Warband combat, as long as it improves on that. Hard to say how much content and mechanics is actually in the game since it's not well communicated. I had to discover the save room by accident.

Developer

The isn't meant to be the first level, so a lot of mechanics are missing proper introductions and hints, including the crystal. Really, though, the only other things you might want to know before you start is that enemies have different hardness values and damage reduction for different damage types per-bone, and that you can use the yellow bar to heal. You can beat the melee enemies by simply baiting their attacks and hitting them before they can attack again. Hopefully, the mechanics introduced in the level once you go down the stairs are more self-explanatory. Apart from the combat, most of the game is pretty standard fare. As for missing the save room, the signposting will be better once the level is less barren. I'd hoped that the pillar blocking view of the stairway entrance from the locked door would be enough, though.

Submitted

There seems to be a lot there, but everything just setup as testing Areas for now.

I didn't particularly enjoy the comabt at this Stage, but maybe thats just due to me misunderstanding how it works, attacks being hard to read, and there being basically no feedback on getting hit or hitting something. The minimap is nice tho. As is the Options screen, its all just placeholder buttons at the moment obviously, but its a pretty clear and nice setup. Died to the Skeleton with its Spear, no drive to continue, sorry. Also no Idea why I have a pass through shadow walls special as the only mana usage, but I'm assuming its a placeholder to test some Systems out, like everything else. 

I personally don't think a directional combat system like that is a good Idea or anything, but this is purely personal opinion and enjoyment, I knwo theres a bunch of People who are way more into those then I am.