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Epic Flan

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A member registered Jun 18, 2020 · View creator page →

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Hope you enjoyed it. Most recent version should have the enemy fixed so that it's no longer stuck in place.

Thanks, glad you enjoyed it. This is more a proof of concept right now, a full game would have a much larger ship to explore.

An updated version has just been released, with full changes listed below:

Prison Yard Redesign

  • Previously, the Prison Yard area was poorly constructed from a design perspective, and had a lot of performance issues. This has all been rebuilt now, with the entire area divided into levels much like the rest of the game. This has allowed for more complex level design, in addition to adding more detail to each area without sacrificing performance.

Equippable Weapons

  • Weapons can be found around the castle and equipped. Players can use these to attack enemies from behind to stun them temporarily. These weapons all have durability, and will break after a certain number of uses. This should add more choices for players to think about throughout their journey.

UI Improvements

  • The UI has seen a lot of general improvements. The text has had colour and font size changes in many areas. Cutscenes have been given subtitles. The Title Screen has been completely rebuilt. And upon entering a full new area of the game, players are given a brief cinematic of the new area.

Difficulty Changes

  • The difficulty was previously rather unforgiving on the regular setting. Whilst Easy remains unchanged, Medium has had Checkpoints added, to remove the frustration of being forced to reload the last save on capture. Checkpoints for Medium are only upon each new area, as opposed to Easy where they are given in each room. Very Hard difficulty has been merged with Hard, as these two were previously very similar. Hard difficulty still removes the save file upon capture, for players who really want an extra challenge.

Camera Improvements

  • The Camera system has been made smarter in terms of hiding obstructions, as previously the game still seemed to obscure the player and immediate surroundings too much. The new system should make it much easier to navigate around the levels now

In addition, there have been a large number of other smaller bug fixes and optimizations, to hopefully improve performance and cut down on glitches in game.

Hi, I've been developing my game Red Crag on and off for a couple of years, and feel it's at the stage where I would like to get some wider feedback for it.

https://epic-flan.itch.io/red-crag

It's a semi-open world isometric style stealth game about escaping from a castle in which you've been captured. You have no way of attacking the guards, so you need to keep out of their sight. You'll need to collect items and explore everything to try and find your way around, and may need to revisit old rooms at times.

It can be controlled either through mouse and keyboard, or through a gamepad. The full controls can be found on the game's download page, and some bindings for keyboard can be remapped via the in-game options menu.

I'm open to any and all feedback, but some key areas I'm looking for are probably the following:

  • How is the performance? I have a lot of graphical effects, and whilst I've done a lot of optimization, I have a very powerful machine so can't really gauge how it might fare on mid-level machines.
  • Are there any bugs encountered or problems playing? I've worked hard to fix what I've found, but there is a lot of complexity to the game so I'm sure there's a lot I've missed.
  • How is the difficulty? I can't really judge this for myself as I can pretty much get through with my eyes closed now
  • How is the level design? And how difficult is it to figure out what to do?

Assets such as music and sound aren't final, and are merely placeholders to give an indication of the style and theme. These will be changed if the game ever gets to a state of general release.

If anyone has any feedback or suggestions, I'd be very happy to hear them!

I like the graphics and the concept, it's got good potential. There's a few issues which I think need looking into though, as it feels a bit frustrating at times at the moment.

  • The initial sensitivity value seems to default to 0; it took me a little bit to figure out how to change this, but this seems a bit unusual as a default setting anyway, I would expect it to default to around 50% initially
  • The monsters at the moment keep pushing into the player; they should really have some kind of stopping distance once they get close enough, because at the moment when they push the player it messes up the camera movement, and can also make it difficult to see what you're looking at
  • The spawning of the monsters can seem unfair, as often they will spawn behind the player; this might be a bit trickier to resolve, though some options to think about are maybe preventing them from spawning outside of the camera view, or having some of audio or visual indicator as to when they spawn behind the player
  • The general field of view seems a bit low; I don't know if there was a setting to change this, bit it felt incredibly zoomed in, which was making it difficult for me to discern where I was in the level

There are maybe smaller improvements around the gameplay loop and enemy variants, but I think improving on the points above would radically improve the core gameplay and set you up well for further content improvements down the line.