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This dark fantasy metroidvania FPS will bring you into different worlds where you will have to find your path with the different transformations! Defeat the Undead Kings and prove your strength and magic power!
Are there any plans to include the OST as a DLC? Kinda like other games in the store. I know it's available on youtube but it would be nice to give an extra support to the game/composer.
There's nothing wrong with the game. I just took a screenshot and have been trying to translate it since. It appears to be anglo saxon futhorc (mixed in with elder futhark) and appears to just be the alphabet. Here it is translated with all of the most common alphabets.
door1.jpg
Spoiler:
Younger Futhark F ur th R ? ?
A i ? L ? n
t b ? ? L s s
Twig Runes f u th a r ? ?
h i ? L ?
t ? ? ? i ? ?
Elder Futhark F u ? a r k g
n i j i p t
t b e m i s s
Futhorc (anglo saxon) F u th ae r ? g
n i ? eo ps
t b e m L s (backwards) s (backwards)
Ultima F u th a r ? ?
N i ? L ?
T b e m l s s
Cirth (the hobbit) g a ps d p s z
Lh i ? i nw
n-r m nj i hy hy
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Emmanuelexe wrote:Luke Jansen put the mp3 in his website
I'm gonna argue is more effective to have it included in the steam page, tbh. Not that I'm demanding you to do so. I'm just saying.
In other news, I've just beat the first episode and have a few things to point out. Btw, the boss fight was really good.
Spoiler:
Lost Village: - Glad to see this room and the next finally lit. Just mentioning that the tables sectors made their way to the ceiling.
The Crypt: - The main room with the bridge looks amazing. Bravo! However, to the laterals of the start and end of the bridge there are these rocks that instakill you by stepping on them. It feels wrong, considering the player is encouraged to explore. These should be unreachable, either by some bars/rails or by having them higher than you can jump. The secret in this map is almost at the very end, so very likely everyone is gonna step on these while looking for that and get instakilled for no reason whatsoever. - The big gargoyle enemy could really use more health points. Given its size and the way its introduced in this level, I was expecting a sort of Baron of Hell type of enemy (tanky), but they die quite easily (6 ice shots or 3 powered sword swings, for example). A little underwhelwing.
The catacombs: - In the big room with the dormant zombies, each door seems can only be opened by the monster inside. I'd suggest making these door open with the switch activation or as part of the script that wakes all of the zombies. Otherwise, some of them can be really reluctant to open the door and just limit themselves to grunt from the inside. Here's an example (taken from the second door after the switch that reveals a red demon (no, it's not the secret one)): - All of the linedefs with the bars to the sides of this door are walk-through, apparently, instead of impassable: - It'd be really nice if the boss had an HP bar. I had no idea if my attacks were having any effect. Current HP felt right to me. Great fight but last stage is gonna lag for some people (still playable on my end):
General: - I hope some texts get a revision by a writer eventually. My english isn't native but a few of these sound really weird, like some dialogs of NecroGuy, the end of episode intermission text having unusual words like "poised" or this text that should be "This door opens from somewhere else" instead of being:
Now, I gotta say that the game is great and solid. The first episode was super fun and finding secrets is satisfactory while not being too demanding, just how I like it. Congratz once again on the release! I'll keep playing the next episode after getting some work done. I haven't been this much looking forward to my next game session in a while, so that's something.
The big gargoyle die quickly of the Ring of Ice because he has a big hitbox and the ring of ice projectile is slow or something like that i remember. It could be much longer with the other weapons. Good idea for the script, thanks for the other reports.
Emmanuelexe wrote:The big gargoyle die quickly of the Ring of Ice because he has a big hitbox and the ring of ice projectile is slow or something like that i remember. It could be much longer with the other weapons.
I haven't looked at the code but, yeah, you're probably describing the projectiles act as ripper. I think I killed one of them with just 3 sword swings but I'll keep testing with sword and other weapons to see how much damage it can tank. I just wanted to mention that I felt its HP was pretty low for the "tier" it seems intended.
Btw, I remember the Ice Ring was the nicest weapon in the first version of the demo. Now it's even better. I can confirm that it really shines against packed enemies.
knight with shield looks spot on, when he die his falling shield gives hexen centaur vibe. scythe weapon is cool, grenade is fine, but shotgun pistol? i thought ice ring is your shotgun.
Lagi
Joined: 23 Jun 2018
Location: Thou shalt alter thy beliefs with new evidence
It does big damage at close range and can 1-2hit kill much faster solo enemies than the Ring of Ice who is more for large horde with lower damage and it goes through the shield of the Undead Knight. The pistol was supposed to throw big ball like a snipe (fast projectile) but it was pretty basic and the Fireball Staff did already this job (with less power) so we reworked it...