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Corus

37
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7
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A member registered Aug 18, 2024 · View creator page →

Creator of

Recent community posts

(2 edits)

1 yeah should have tested it

2 i wanted to implement a better door script, but i delayed doing that 

3 i think i may have forgotten read/write on some items. I thought I removed all broken items.

4 i didnt add the overhead attack yet, i wanted to come up with different ones than the same boring overhead

5 yeah i probably need to come up with a better sfx system. Rn its battle sounds, foxes, and wind

6 i will not implement directiononal blocking because some enemies wont be humanoid at all so they dont exactly attack in a clear direction, plus i think its a bit too much for the player

7 fair, I'm not sure if things being breakable the way they are is a good idea

8 ditto

9 now weapons only hit the geometry if in a cone in front of the character, because the constant recoils were very annoying

10 not sure what caused the purple pixels specifically, sounds like a missing material but usually the whole mesh is purple.

11  did not implement navmeshes yet because i wasnt sure what to use exactly

12 i may reduce the threshold to switch attack direction or add a toggle to change the attack direction based on the movement keys

Ty, and i think i answered everything 

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1 did not implement max distance for containers, should be an easy fix

2 known bug, I will i fix it

3 perhaps. Need to consider this

4 i was testing breakable stuff, but since generating breakable meshes cam be annoying i need to consider if the mechanic is worth it at all

5 no. Enemies are currently deaf and attacks do not aggro them when attacked. They also sometimes do not aggro when they can clearly see you so that is a bug

6 i may speed it up slightly but yeah i never set out to make a fast paced game

7 ty tho i feel like im mostly making this for fun. Im making my ideal rpg but im not making many compromises so it all takes a long time 

I will investigate, it may be a missing anim

btw:

1: reloads the level

2: quits to main menu

i didnt make new UI because it all needs to be redone

Im pretty sure the hints are all wrong because I wanted to completely remake this level

zanzibart... forgive me

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the cris' poem is a real post and a silly easter egg, i actually had to remove a slur lmao. I might move it to a very obscure location later. Yeah the AI is very broken so I will work on it.

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Ty I can see why insane people like me that actually liked exanima would enjoy this. I don't have armor layers but you can see that armor are procedural so its essentially the same thing, its just easier to handle mesh and inventory wise. The tutorial is very unfinished and I added a transition to the test level so people have more stuff to play with.

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I really like the art. I am not a huge fan of "PSX artstyles" that are completely unintelligible. This feels like a great balance of easy to read, soulful and original. The movement feels smooth and consistent. The camera is sometimes a bit wonky and can clip through certain objects but overall its fine. I was honestly a bit put off by the description because I was imagining a fnaf/mascot horror emphasis on timers, it might be a bit hard to balance how much food you get to feed the homunculus depending on how big your levels will be. Overall I'd love to see more lore and enemy variety there is definitely the basis for  something great here. Also imo the laser dot should fade after a certain distance or something because the range is TINY

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you can in fact cancel the attacks in the windup phase with right click (block/parry button). i should have put a hint for that but the tutorial level is unfinished. the character creation is a very early mockup. it doesnt even do anything. yeah the audio is a bit fucked. the music is A Dragon's Lullaby by Scott Buckley, who i forgot to credit. I plan a LOT of clutter, but as you can see the items are currently extremely broken, and armor doesnt even do anything. the UI is very unfinished as i said unfortunately

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the whole idea is a genre shift halfway through the game. Dark fantasy swashbuckling adventure to survival horror. Kinda like exanima or bloodborne. I was just teasing to that

yeah i just put a janky ass transition to the test level from the previous DD so atleast there is more stuff to play with

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you can close countainers with E if you select the same container again. Is it better to close it if you press E anywhere else? Also the stuck npc is the dummy npc I used to test things on and forgor to remove.

anyway, added V to unlock camera rotation in combat mode

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Anyway I fought the player's doppleganger in what looks like a boss arena, I assume that is where the demo ends, I've kind of gotten lost

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I really like the artstyle and the effort to actually recreate an early ps2 artstyle with all its quirks (something i was never thrilled to do so I just do whatever saves me time). Looks very consistent from start to finish from what I've seen. The combat right now is very floaty but I assume you are aware. There are no particles to speak of and enemies barely react. Enemies seem very repetitive, not sure if this will change, because giving every single enemy type an unique moveset is something I want to avoid and why I decided to stay away from the rollslop formula very early on. There is also no way to counter enemies parrying you but maybe I'm just bad at the game. It's more of a game than mine so far anyway so good job keep it up man

i am going to play it and i am going to hate it 

i didnt add ranged weapon yet. anyway the next weapon will def be a rapier and the greatsword was kind of a gimmicky weapon i needed to test the hitboxes

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i accidentally broke the weapon equip code, i imagine you can only equip a melee and a ranged weapon and the game has no shields. Would you prefer if movement keys toggled different attack directions or would that cause the same problem for you?

all that you mentioned is unfinished because the demo is a fucking mess anyone noted thank you

I will try to make a tutorial as soon as possible i noticed most people have no idea how the combat works even with the controls. Adding more UI as we speak.

yes

guglielmo

The stylized aesthetic helps with highlighting clues, but like many similar games I still often have the issue of walking around like a headless chicken trying to find things that I've missed. Also I wish I could freely explore other area instead of having to clear a stage entirely before I can progress but I understand it would have been too complicated to design a non linear exploration.

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This is fantastic! Keep it up!

One major gripe for me is how unnecessarily slow the movement speed is. I am not asking to be Usain Bolt but the "sprint" feels like a fast walk to me, and the garden area is massive.

thank you anyway keep in mind I actually brightened the game a lot based on feedback so you can imagine how bad it was before

Controls:

wasd -> movement

i -> inventory

tab -> ready/unready weapon

alt -> dodge

left click -> attack

e -> interact/pickup item

shift -> run

right click -> block/parry

I forgor to add a tutorial btw you the first frames of the block can parry

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An even more schizophrenic demo with a nonsensical level design and doors that lead into the void and a single weapon but I guess the castle looks cool

yeah the greatsword is gonna go soon

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Also enemies can definitely cancel attacks in the windup stage. The combat is meant to be something more like moun&blade or mordhau rather than  a soulslike.

Noted, thank you. the controls are in the main itch.io page but ill try to show them on screen for the next DD somehow. More weapons are planned.

Have you noticed screen tearing issues? Not sure if its only on my end. No one else mentioned this. Looks fine in play mode.

It may also not be apparent but armors are modular, just not procedural yet

Thank you. It's just a prototype for now tho.  Yes the focus will actually be 1 handed weapons and guns. It was just easier to test 2 handed weapons with the hitboxes.

oops. a certain wall may have collisions off

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Thank you for your time and I agree with your feedback.

However despite the time I put into the game it was always meant as a side project and i dont know if if I will ever develop it further since i have other things I'm more passionate about. It achieved its goal which was praticing how to make various systems and mechanics and make a functioning game out of them.