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Marmoreal Dev

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A member registered Jul 30, 2013 · View creator page →

Creator of

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Thank you for playing, friend!

I'll try to make the descriptions better!

Thank you for playing friend! Glad you liked it!

Thanks for playing!

Thank you friend!
Dubbing it would be waaaay too expensive, I don't really have any money.

Thank you friend!!

Thank you for playing and streaming the game! I had a really fun time watching! I'm glad you liked it!

Thanks for playing! Glad you liked it!

The animations are a bit tricky to manage since they're store-bought, so idk if I can fix the leg issues.

I know the faces are bad, but someday hopefully the faces will be good and the zoom will be even nicer!

Glad you liked the gameplay!

The voice volumes have a separate volume slider in the settings, so you could always try tweaking that.

Restart button needs a confirmation, yeah, lots of people have suffered from it by now.

Glad you liked the cutscenes and writing! I really enjoyed working on those! Octavia is a good girl to be sure!

Not sure what happened to the health explosions, I'll look into it.

Glad you liked the idea of the infinite missions too! I may end up reworking the map a bit, so the mission difficulty indicators should hopefully be clearer in the future.

I will add the other characters to the Melkirion hub, but I haven't gotten to it yet.

Cutscene death animation bug need fixing, yeah.

Both factions have 1 story mission each in the demo, yeah.

Glad you liked the forest guardians! They're doing their best!

Yurie is strong!

Enemies spawning near  the shop needs fixing, yeah.

Fiera's whiteflame has now been fixed in a new update!

Night map needs some tweaking, yeah.

Hanako and Yurie both doing their best!

Glad you liked the dungeons!

And glad you liked the game! I will do my best to keep working on it!

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Thanks for playing! Could you tell me which cutscenes you noticed the lag on?

Great!

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Just new rewards and alternate cutscenes for beating the tutorial boss. I always appreciate videos of my game, but if you could have some timestamped comments for it as well it would be extra helpful since you're not using the mic for live feedback.

Thank you for playing friend! Glad you liked it!

Thank you for playing friend!

I'm glad you like it!

Not sure what happened to the ribbon, I'll need to look into that!

I do want to commission art and 3d models at some point, but for that I'll need money!

Glad you liked the cutscenes!

I'll probably reduce the rate at which you gain items, so that you have to do it less. Don't wanna automate equipping though since I feel like it'd take away from the RPG element.

Thank you for playing friend! Glad you liked it! 

The video being scuffed may not be ideal, but it's still kinda useful since it kinda lets me see how readable the game is in low-quality recordings and maybe improve the readability overall!

Humor is difficult, but I'm glad you liked part of it at least!

The game will be pretty dark at times, so it won't just be lighthearted comedy all the time, but balancing that will be a challenge for sure.

The second forest stage definitely needs work, but my current focus is just finishing the new levels for Early Access release.

There will be a lot more story content, which is in part why it's taking so long. The game will release in Early Access, so the further story stuff will be in updates for that. I  do want to do some expansions afterwards too, but that's far in the future.

The healing system is a bit of a placeholder right now, I'll replace it with a proper inventory system later.

The invulnerability bug needs fixing yeah, I've known about it for a while now.

Glad you liked the bosses! I still wanna polish them a bit more later but I'm also pretty happy with them as is.

The reason for the lack of males is that I just like drawing cute girls more!

I'm glad you think it has GMI energy, that means a lot!

The darker themes will be a bit more frequent later in the story, since we're still at the beginning, but it won't be super dark like Berserk or anything, so don't worry. I'm glad you liked the story and humor!

Item vacuum is definitely something I've considered, but it's a pretty low priority right now.

The level up screen got remade recently, so I haven't added the ability points counter yet.

I will be reworking the reward system for non-story missions later, so I haven't touched it for a while.

Thanks for playing!

Thanks for playing friend! Glad you liked it!

You can either git gud or grind the side missions, it's up to you!

I'm pretty far along, there's the 2 main missions and the four random dungeons. Overall you can do all the story content in about 2-3 hours I think.

Fiera's yelling "chesuto" which is a Japanese volleyball term iirc, but I'm sure she finds pasta tasty as well!

Also Yurie's not an elf!

Thanks for playing! Sorry you didn't like it, I'll do my best to make it better!

Planning on adding more variation to encounters in the form of enemy formations and ambushes and such!

Thanks for playing! I'm glad you liked the cutscenes and bosses, they were really fun to make!
The music is some royalty free stuff I bought from DLSite, but it's very good!

I'll try to make the environments a bit more interesting!

I think I'll add an option to lower particle effect intensity so they're a bit more subtle.

The focus mode is definitely something that needs a rework. I've been thinking about maybe giving it a slight time-slowing effect or something to make it more viable.

I'll tone down the level up flash!
Attacks piercing walls is semi-intentional, it'd be neat to remove it but I kinda want to keep them computationally simple for better performance.

I'll be sure to add a prompt for switching characters!

Thank you for playing! Sorry for replying so late!

An FPS counter would be handy yeah, I'll try to add one in the future.
Unity quality settings are a bit iffy, but the game is more CPU-heavy than GPU-heavy I think so it's usually not the graphics' fault.
I've been trying to fix audio cracklings when I find them, but it's easy to miss.
I'll darken the background, thanks.
I'll add a map toggle in the future.
A rotate-able camera would be neat, but it is kind of a level design issue as well like you said.
A prompt for switching characters would be nice, I'll add one!

No lewds!!

Thanks for playing! Sorry for the late reply.

I worked on the performance a bit in the new version, hopefully that helps.
Some dungeons have both interior and exterior floors, and the one you get is random.
I reset perk levels every time I rework how they work, that's why you had to reassign it.
Some attacks and abilities change depending on what weapons you have equipped. So Fiera's Whiteflame Embers make her shoot sparks instead of flames, for example.
The chest reward thing is being reworked, since it's a bit weird like you said.
Thanks for finding the top bar bug, I've fixed that now.
A tip for the level with the wisps (slimes) is that you can step out of the rifts to clear out the enemies and then back in and keep sealing it, it doesn't reset when you step out.

Is that Pomao?! Look out he's got a gun!!


Neat FTL-like game! I managed to win some fights by putting all the guys at the weapon tiles and one guy at the shield tiles when I lost shields, but beyond that I feel like the game really needs a tutorial. I went to a planet and had no clue what to do there.

Nice prototype! The girl is very cute.

Some feedback when you don't have enough mana would be nice, I thought the game had broken. Also some knockback effect or other juice when you whack the enemy.


The screenshots show other levels, are they in the game? How do I get to them?

It gets stuck at the loading screen for me :(

Thank you friend!

Thanks for playing! I used to have camera lerp but it broke at once point and I haven't gotten around to fixing it yet.

I'll see what I can do about the dashing.

Giving enemies their own light is pretty performance heavy in Unity, so I'll have to think of something else. But readability is a good suggestion.

I'm glad you liked it!

Thanks for playing! I'm glad you liked it! I'll look into the cutscene issue, someone else also had an issue with it.

Thank you for playing!

That is weird, I've never heard anyone having issues with cutscenes before. Mind telling me your specs?

Yeah, modelling is hard. I'll try to improve them!

Been meaning to do the Q and E thing but never got around to it.

Thank you friend!

Thank you!

Thanks!

Blessed!!!

Thank you friend! I'm glad you liked it!

Thanks for the bug report too!

Another update is on the way! Should be out by tomorrow!

Trying to come up with a way to disincentivize kiting without compromising movement or boxing you in has definitely been my biggest struggle so far.

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Very blessed. Does the boss scale with player count?

bless you too friend

Thank you friend!

Thank you friend!!

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>The Books Arcana is carrying dissappear when she casts the protection right before the escape after the necromancer fight.
Guess I'll need to do something about that.

>when the elevator arrived, the chain for the other half keeps spinning, is that intended?
Yes, the other elevator is the one carrying the Melkiri who arrive during the boss fight.

>Blue mana sprites in the river deal no damage.
Good to know, thanks!

>When you charge arcanas secondary fully and enter a cutscene, sound keeps playing.
I really need to fix this at some point.

>Had the feeling it started to lag after a while, but might be just my imagination.
It's definitely possible, it's not super optimized.

>Arcanas staff charge didn't show correctly a few times.
Yeah the cursor is a bit wonky at times, I need to fix it.

>After the Cutscene that I had to close the big rift, arcana stood where here corpse was supposed to be.
Good to know, thanks!

>Its very hard to see during the later stages of the Penelope fight, but it is a fun fight, was the first one where I really saw a benefit to switching between allies instead of using them as a kind of meat shield.
Yeah, I need to make things a bit more readable. Glad you liked it though!

>Didn't bother with the expeditions, those looked like Sidemissions to me, and I already spent 2 hours in this.
Yeah, they're basically endless procedural dungeons if you wanna keep playing after doing all the story missions.

>The minimap in the Forest is offset by a bit, it doesn't align well.
Yeah, the minimap is still from the older version where there were blockier instead of smoother treelines.

>Wish the Camera was zoomed out a bit more, most of the Time most enemies seemed to be firing from offscreen.
Yeah, I'll either just zoom it out overall or add options for zoom levels.

>During the overview of the Area before the Penelope fight, when she opened all the Rifts, the stacked Tree parts were really pretty to look at. That map is a lot more interesting then the Forest, but I wish I was able to jump of the stairs/high platforms that have no border around them, it feels odd being blocked by an invisible wall there, only to have to move 1m around or something.
Thanks! I'm gonna rework the Forest level at some point, it's the oldest level I have in the game. The game is technically in 2D, so idk if I can add jumping without it being weird. Also accidentally going off could be annoying.

>Overall pretty enjoyable, had me engaged the whole Time. But why is everyone picking on Octavia?
Thank you friend! Glad you liked it! Octavia and Fiera are sort of rivals so they both pick on eachother. Vania throwing Octavia wasn't to be mean, it was a valid strategy and it worked!

Thank you friend!  I'm glad you liked it! I will do my best to improve!


>some inputs lack animation reactivity*
Yeah, I definitely need to add more of that.

>too zoomed in
This is something I've heard a lot, I'll either zoom it out in general or add an option for zoom levels

>the E spell sound plays in loop if you pause

>item dropped are too small
Good to know, thanks

>the stasis tutorial part did not clicked with me at first, I thought the demo was over despite me freezing the rock. Reloaded the level via escape and got it the 2nd time (note the first rock did not respawn)
I noticed that in GDesecrate's stream as well. I'll need to make thing clearer.

>one enemy spawned out of the zombie square, when you fall after the big crystal
>the same happened further after the 2nd blue character is playable
Same thing here, I'll need to look into that.

>dialogs between 2 characters need a highlight of some sort sometimes to better know who's talking. Name is not enough I found. It's much clearer when the portrait changes in one spot, or when the dialog box changes color.
Yeah, not super happy with the portrait system. I'll try to make it better.

>music at some point was hiding the SFX too much, there was no ducking
Ducking?

>HUD needs clarity and an art pass imo
I can't really into art, but I'll try to make it clearer somehow

>boxes to break takes too long to break to be fun
Roger that!

>could not slide the wall in some place (pic joined)
Thanks, I'll look into it!

Thank you friend! Vania strong!

Very blessed. A run button would be nice, as well as the ability to bounce off multiple walls instead of just one. Also an option to be "always spotted" by the AI in the editor would be nice so you can make little gauntlets.