Hands of Necromancy [Full game released!]

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Rachael
Posts: 13523
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Hands of Necromancy [Full game released!]

Post by Rachael »

v2.2.0 has now been finalized and published on both GOG and itch.
User avatar
RKD
Posts: 143
Joined: Sat Mar 19, 2022 9:52 am
Location: Argentina

Re: Hands of Necromancy [Full game released!]

Post by RKD »

After several months I've finally played through the entire game once again, and the expansion levels for the first time. Probably not worth to make a detailed review of it after this much time, but the experience was overall enjoyable.

The good things I've found were the extra enemies on maps (which I assume came as a byproduct of the hand pickup being added) and the Evil Returns maps. While I've missed a little the hub system for the expansion, the levels were really solid in terms of navigation and combat. I still think the general feeling of the weapons is somewhat bland, but the new alt-fires make up for that a little bit, so it was a welcome addition. I didn't try the easy hubs mode, but giving the player the option to play the way they want sounds like a good thing.

As a negative, I would mention the sixth level in the expansion (The Growth Sanctuary). It's full of big empty spaces and weird secrets/enemy placements that made it the only map I didn't feel encouraged to actually explore (I've got 100% kills/secrets in every level in my first run anyways, though). It had some nice portal trickery and the concept was nice, but it clashed a lot with the quality of the rest of the maps in the game.

For its price, it's a pretty decent game. Nice job!

Btw, any plans for future projects?
User avatar
Emmanuelexe
Posts: 188
Joined: Mon Feb 08, 2016 2:02 pm

Re: Hands of Necromancy [Full game released!]

Post by Emmanuelexe »

Yes :)
https://twitter.com/frechou_games/statu ... 4600145920

What are your ideas to make the feeling of the weapons better?
With some FX maybe, some effects?
User avatar
RKD
Posts: 143
Joined: Sat Mar 19, 2022 9:52 am
Location: Argentina

Re: Hands of Necromancy [Full game released!]

Post by RKD »

Hey, a second game is great news. I'm gonna miss the hub system, though. It really set it apart from other FPS (plus that was the purpose of the transformations, to begin with).

The main suggestion I can give for HoN 2 is to, please, hire a writer this time (or someone who can give some creative/artistic input into the world/setting). Of course, someone familiar with GZDoom capabilities would be preferable, in order to not have a guy dropping an idea like "let's make a thunder attack that fries enemies on water!", when that is borderline impossible with how the engine works.

Regarding the weapons, animations are good, sprites are mostly good, sound-wise are mostly fine (with a few exceptions), balance is fine (also exceptions), but it lacks some eye-candy. To give an example for the Tornado Spell. I would've improve the feeling by having the animation play out as if, instead of just passing the hand above the book, it rips a page which transforms into magic and then it launches the spell. It may sound complicated (and it's difficult to describe without a graphical representation), but in practice this could be achieved by adding/editing like two frames with some bright white or light-grey aura in the hand and the book. Or the Ice Ring. Just add some glowing aura to the ring or particles coming out from it to the idle animation. Easy. In summary, little details like that can make the weaponry feel more magical, in my opinion. Also, as a sidenote, some less generic and literal names would be welcome. Be creative.

I've got plenty of ideas like that (big nerd of FPS and fantasy enthusiast), so I'd gladly brainstorm stuff voluntarily. I'd like to see the next game appealing to a wider audience, tbh.

Return to “TCs, Full Games, and Other Projects”