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A jam submission

Oudemiai's Bloody Forever - PROTOTYPE 0.05View game page

Early prototype of a marathon/survival/TDF beat-em-up.
Submitted by SuperUltraMuffin — 2 days, 23 hours before the deadline
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Oudemiai's Bloody Forever - PROTOTYPE 0.05's itch.io page

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Submitted

https://mega.nz/file/nWxREaSC#4Qnap9LFsK1M7i6TQFKGl1waoCi7NWTA_4C7ZEyavUw

sorry it's an .mkv file, i wasn't paying attention when i set it up

i also didnt mute the discord PTT key and it's annoying. sorry.

next time it'll be better.

enjoy

Developer(+2)

Oh jeez, you're ganging up on me all three at once now?  Nah but seriously, thanks guys, you really went out of your way.

I don't know how to respond properly to a long video like that, so here's a wall of text.

00:55 - Regarding the name's pronunciation, my bronze age Greek isn't good enough to correct any of you, so don't worry about it.

02:00 - I appreciate the compliments, but the menu is basically unchanged since last time.

03:38 - For the record, the intended way to play is the Combined Attack mode at the bottom.

04:15 - The "coward" not attacking the orb was due to the other enemy that was already engaging you. The game controls difficulty in part by not letting too many enemies attack at once, and on wave 1 there's only 1 attack token and 1 self-defence token available.

05:20 - Rain didn't break; weather is determined when you die or change mode. (probably should have added a button to reset it for testing)

05:40 - Hair: It's not dreads, it's me not knowing how to do hair any good. It's supposed to be just regular short (for now) black hair. though now that you mention it a Nameless One hairstyle would be a fun reference.

06:55 - the yoga ball is there for very technical reasons, please show it all due respect.

10:21 - I really gotta explain the ground dodge better in game, but fortunately fafafa was around to fill you in.

12:17 - Having the announcer yell out how well you were doing did work pretty well for DmC and DMC5. I don't know if it'd fit here though - OBF is about efficiency, not style.

13:12 - I'm planning to have more than a single location/arena, but depending on how things go I might release an early version with just a single arena, like a Devil Daggers or standalone Bloody Palace from DMC, then put out a new and improved version with more progression.

14:30 - The player being naked and the enemies being clothed isn't for lore reasons - The enemies are using a new and improved skeleton and model compared with the player (and the A-posing enemy), which is why the player doesn't get to wear clothes atm. Also, the enemies only use the clothes model so I could test the enemy variation system - once I get the models ready, sfw-mode enemies will be sfw because of mutations or wounds or otherwise messed up in a way that makes them "sfw". (if you pay very close attention, you can also see the enemies have slightly more realistic proportions in areas like the waist)

15:55 - You're not seeing a lot of sun cultists because I turned down the prevalence of the enemy models that were references to other games; I'd planned to have some new variations to show off. But I ended up not having time and I forgot to increase the spawn rate again.

21:55 - Speaking of which, it seems your streak was ended in no small part thanks to the efforts of your own creation. Kek.

23:10 - Oh that's an interesting bug with the pathfinding. The game isn't intended to ever spawn quite that many enemies at once, so it's not game breaking, but very nice to know about.

25:00 - The strikes counter just shows the number of lives the orb has remaining on the screen. It's disabled in game modes where the enemies don't attack the orb, or if god mode is on, so it didn't do anything for you guys.

The loose camera is very loose, yeah. It's an attempt to make a Dragon's Crown or Golden Axe-style camera work in 3D, but it hasn't turned out very well thus far (which is why it's not the default)

26:52 - You guys are too kind to me. Watching you play though, I kinda have to agree when I remember how my very earliest builds were breaking left and right.

To summarize, thank you all so much for the feedback and the video. It really helps.

Submitted

i watched it now to check volume settings. for whatever reason OBS didn't pick up half of the things i said, so that's why i've been so quiet. what a waste

Submitted(+1)

what did i just play

finally, a schizo game

Developer(+1)

I'll take that as a compliment! Thanks for giving it a shot.

Submitted(+1)

A strange game.

The animations can be a bit goofy, specially the running but the characters themselves don't look too bad.

I wonder if there's plans for UI/HUD stuff.

Is there also any story or lore for the setting?

Developer (1 edit)

That's what indies are for, right? Normal games are already being made by the big guys.

Yeah, master animator I am not. Nor a master modeler, but hard work and time make beaches of mountains. I'm planning to remake the player's animations for next DD.

Ideally I'd like to keep the game entirely HUD-free to make it feel cinematic/immersive, but I'll probably add options for people who don't share my vision - like the option to have the orb's remaining strikes shown in the top.

As for lore, you're an amazon warrior who, for reasons she's long forgotten, is forever stuck in special hell surrounded by monsters wearing her face as a mask. But then a mysterious floating Orb shows up and says it knows a way out.

Oh, and thank you for checking it out!

Submitted(+1)

My game has art traced over models and stuff just so I could rush something out and try to frankenstein some gameplay features.

So we all have our own methods of doing stuff, even if "iterative" so we can tweak them in the future.

But I understand what you wanna do now, so keep at it.

(+1)

Loved preserving momentum, running and jumping around to slap mobs was pretty entertaining.
Would lean onto it with jump attack moves

Developer

>Would lean onto it with jump attack moves

I'm not sure what you mean by that?

(+1)

Jump attacks like pic related

Developer(+1)

Oh yeah, right. You actually can do the sprinting flying kick attack in the air but the conditions are a bit tricky (and I don't think I wrote them in the how-to-play section). Like if you sprint, jump, then release jump and hit heavy attack before you lose the sprint momentum? It's really hard to hit anything with it. Maybe I'll let you do it out of an aerial dodge too.

Submitted(+1)

Damn, this game is hard.

Cant kill more than like 3 enemies if i randomize their behavior (like god intended). Even though this game looks like a prototype, it has this weird but cool atmosphere. 

Anyway, the controls kill me, i always miss stuff, or get sucker punched to death.

Developer

The enemies ain't playing around! I'm trying to figure out how to implement a decent difficulty system to make them chill out a bit for lower difficulties.

Although I'm probably also making it harder than it needs to be by not properly explaining some of the gameplay details like dodging while you're knocked down, or blocking while you're stunned.

Were you using Keyboard/mouse or controller btw?

And thank you for trying it out. I'm glad you like the atmosphere, it's probably the only thing that really got improved for this DD.

Submitted(+1)

Oh you can dodge the finishing move? After my first death i started blocking more, even looked it up in the menu, but it was kinda hard to switch between attacking and blocking. I was also spamming the kicks due to their longer range, so i would miss less attacks.  I was using keyboard and mouse for all that.

Speaking of the atmosphere, i liked the orb a lot. I think i remember a stream in the past where the orb was just a regular orb? Maybe the abstract shapes made it more fitting for me, because the whole level seemed like an abstract place because of its simple nature. Almost a dream like scene where things dont have to make sense and are slightly horrifying. Then again, the slapping sounds and the naked womans animations are a bit of a comedy relief. A true rollercoaster for the players feelings!

Developer(+1)

Remember that you can dodge while blocking. That means you can get out of range or even shove enemies to get some breathing room.
"Dodging" forwards can also give your punches better range if you use it right.

And yeah, the orb used to be just an orb and you had a number in the top center to tell you how many strikes were left. I'm still not sure if I want mickey-mouse-ears style haloes or actual 3D objects orbiting the central body. 

Dreamlike is good. I'm glad you think that. The player's animations are gonna get an overhaul before next DD, so hopefully slightly more horrifying and slightly less funny by then.