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Dire Prism

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A member registered Dec 12, 2019 · View creator page →

Creator of

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Thanks for the feedback! I'll go looking for the VOD if you have one :)
Yeah sorry for the spider reappearing in the scene transition - this arachnophobia mode was made quite quickly without much QC:) I figure most people who would have problems with the spider on the illustration would avoid the game already since it's also in the key art for the game?
Don't worry I won't harm Ynna! Can't promise I won't mess with her because she might be receiving a more detailed texture in the future. But I might have forgotten to remove the dialogue line "clothes" which I put in back when I was just using an asset for her and not a custom model :)
I haven't made a final decision on how potions should work. Currently they work like Diablo 2 - you have a belt, and when you pick up potions they go to your belt slots first, then to the inventory when the belt is full. Belt slots don't refill automatically from the inventory in D2 either. 

And yes, the game is far from feature complete -  there is only one respawn zone in the open world, and there will be one in Hearsay Hamlet and other important safe zones in the future, which you will probably automatically bind to when entering the area.

Such a well done game. I'll probably play it again some time,  because I only really got to scratch the surface but there seems to be a lot of depth with all of the upgrades and the many characters and skills.

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One thing that I finally decided to implement was arachnophobia mode. Still got a big spider in the loading screen you have to get past to get to the settings, but ingame models will be replaced.

TODO:

  • Add more sound effects - potions, lvlup, some enemies are missing etc.
  • More respawn locations (graveyards)
  • Stagger cooldown
  • Better skill assignment
  • Shops

Cuteness overload!

Trying this game for the second time, I can clearly see that it has improved, although it was already pretty fun the first time I tried it.

Not a huge download, and runs very well.

The sound effects are cute :)

I only wish I had a controller, I think it would make it even more enjoyable.

Thanks for the comments :) Yes you're right with multishot a single target can only be hit by 1 arrow. This is a change I made because the skill simply became too OP otherwise.
Since that change - might make sense to up the attack speed of bows a bit.

Yes there should be more than one graveyard - I expect it will work so that visiting regions with a graveyard binds you to it. But death is also supposed to be at least a little bit of an inconvenience :)

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Thanks! I watched the VOD and you had some good pointers there too.
Potion sounds now added to TODO list, as well as cooldown periods for stuns.
Skill assignment UI is planned to be totally reworked and integrated with the (coming) skill tree.
Will definitely be looking at the missing hit audio you experienced. I'm kinda thinking it might be because you missed?
Also - I've long been against implementing quest markers, preferring to  but this is something I've now heard from so many that I might give in :)

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I just gave it a quick spin, and will definitely play it a bit more before I rate!
Absolutely stunning visuals, this game has a really nice atmosphere.

The controls feel a bit strange (for keyboard). Maybe some of it is just getting used to it, but I still don't know what q and e turning is for when w doesn't move in the direction you're turned, but rather based on camera? Also - camera control could be more responsive. I suppose it's a choice to have fixed rotation angles as targets instead of continuous rotation, but perhaps allow canceling rotation by pressing the other direction?

Edit - after a bit more playtime:

There seem to be  some frustrating invisible walls in some places - edges that F1LL should easily be able to scale to get to a location but can't, and then you have to go around instead - the purpose of the structures you affect with F is not always obvjous.

I did have a strange bug where Bo suddenly got transported to the ocean and changing to F1LL did not move the camera. Didn't manage to reproduce it.

All in all a very enjoyable game!

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Simple controls and rules are easy to grok.

It's a fun game and very satisfying when the puzzle is solved

Awesome thanks :)

Thank you so much for the report! I had indeed destroyed account creation, but it's fixed now. Would you mind trying again? You don't need to redownload, since it's a server fix.

That's strange - I'll try downloading myself to see if there are problems. 

I don't know if this helps, but it happened a short time after I bought an apple tree, on the one I bought.

Very short and cute game, loaded fast :)
Controls (once you find them) work well.
Nice idea - definitely didn't feel like I wasted my time playing it, I had fun :)

Very short and cute game, loaded fast :)
Controls (once you find them) work well.
Nice idea - definitely didn't feel like I wasted my time playing it, I had fun :)

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I had fun playing it, can see you could easily spend some time in the game optimizing for faster earnings, especially with the leaderboard.
Game loads fairly fast.
Couple of issues I saw - for some reason one of my apple trees stopped growing fruit. Also, auto-harvest takes a bit to wake up.

Edit - also the submit arrow for the leaderboard is partially covered by the maximize widget

And thanks for the account comment - I need to make the email address optional, since it currently serves no purpose. 
Will be implementing password change via email, and I also want to use it for email list but since I have no privacy policy yet I'm not really allowed to do this.

Thanks for giving it a go and for your feedback!
You can choose full screen under settings, and holding down the  mouse button or  attack key allows you to continue attacking.
It's mostly me working on the game, but I also have a small team consisting of an illustrator, Michael Malkin and a 3D modeler, Idam Amir, who I hope will be able to contribute much more in the future :)
This game has been in development since around 2016, but with very lengthy downtimes until I decided to be serious about it.

Thanks, I just waited with submission until I had released the update :)

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The Itch demo gives security warnings on Windows because it doesn't have a signature. The Steam demo isn't released to the public yet, but if you contact me I can send you demo keys.

Edit - you can msg me at  https://twitter.com/journeys_ARPG 
Will be checking message requests.

I'm wondering - when working on an update to go out before the end of the submission period, would it be better to wait with the submission until after the update, or can we rely on feedback being given on the version current at the end of the jam?

Thanks for commenting :) I'm also very happy with the music - especially because it gets to the dramatic part fast so I have to do the same. (I actually suggested to the composer 15 seconds quieter music, then 15 seconds dramatic, but it's much better like this - forces me to get to the point)

Thanks for catching it - luckily I think it's not a bug in the code - just some flags on objects that need to be set :)

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Thanks for your comments,
Sorry about your crash - you don't happen to know if the game was set to full screen exclusive or full-screen window when it happened? Never had this happen before and never heard about it happening to other players either but crashing Windows is not very pleasant so anything you can remember might help :)

I'm not quite sure I understand the comment about area transitions? Unless I have a bug or the pathfinding topology wasn't up-to-date (very likely of course) the character should not be able to go places en-route where you can't go to also. Was that in a particular location it happened for you?

That's what I'm doing - no new info about the arrow is being sent from the time it is fired until it hits.  Then when it hits it gets new info from the server and interpolates position. So if something is out of sync then it can suddenly shift quite fast in the end.
A better solution might be to add a hit effect and just let the arrow die at an appropriate time:)

Ah maybe that's part of the explanation.  Server is in Germany. Thanks

The game was pretty fun and quite challenging. Seems like I can jump up through the obstacles - is that intended?
A bit weird feeling to control - perhaps just needs more practice.

I loved playing that game - also saw it on stream in the weekend :)
It might really hit with the players who like games such as Vampire Survivors.
Almost panicked on the mini-boss but in the end it went down - wish I had a controller:)

Thanks, I was also thrilled to get a few voices on board this year - I want many more :)

Yeah the arrows need a bit of work - what you see might have to do with client/server timings. Are you playing from Europe?

Thanks :)

Thanks so much for the detailed feedback!
Could you tell me where in the game you see this: "Harsh lines on the text scroll reveals"
Also for the grass textures - do you see this in the areas I have already decorated with grass patches and other vegetation, like on the left, or just in the unfinished areas, like on the right?

You caught Dick!
I enjoyed this little game - short but satisfying and I couldn't stop playing until I had tried all rods and caught all of the different species.

Thanks - and you're absolutely right about the pitch.
It's an attitude you will meet in the game (where you're playing as an adventurer of course) among a lot of NPCs in the early game.
I'm still trying to find a way to make it work - kinda playing with the idea of starting off the video with some speech or text along those lines, as spoken by an NPC, and then clipping to where the player proves them wrong by showing their worth.
I just find it hard to make it short enough.

I was thinking more like an embedded video in the tweet perhaps?

A bit too many seconds of text before showing gameplay.

Could use a video or gif of the gameplay to give the viewer a reason to press the store link.

A bit of gameplay would help. Environment is nice - love the giant blackberries :)

Love it. I saw the description of encountering fascinating characters and was missing the part in the trailer where it actually showed that. Then in the end it did, yes :)

So much mood in that video.
Was kinda thinking to critique not showing how the game is actually played but perhaps it's not a bad idea to keep a bit of mystique?

I love the feeling in that short video - nice usage of depth. 

Like others said - could say more about what the game is about. If you want to keep the teaser quality then just in the text. 

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I think ready is imperative here but the wording did confuse me at first? 

To make it more clear maybe "Ready Yourself "