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Party Llama Games are working hard on Pandora: Chains of Chaos to give you a wonderful user experience. Created and developed in Unreal Engine 4, Pandora: Chains of Chaos will immerse players in a beautiful and colourful Greek world with enemies, quests, NPC's, and areas to explore!
Developed characters, mythical creatures, pig mount riding, beautiful environments and more.

  • Engage in real-time combat as you battle the creatures from the darkness using artifacts left behind from the gods. Each has its own unique ability crafted for a purpose.
  • Hone your character with scores of unique skills and extras: Master new abilities and add possessions as you develop.
  • Discover the quiet fishing village, Kome. Storylines and side quests are just some of the things you can do here.
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Pandora Early Access Launch

News

Hey there everyone,

It's been a long journey, but we're finally here! Pandora: Chains of Chaos has launched into Early Access! Pandora will go on sale for $2.99.



Pandora is a game about platforming with your umbrella, fighting alongside Greek Gods, and running around the environment fighting monsters! We've got a simple combat system currently which we will be updating real soon! You'll be able to access different types of combat with different umbrellas Pandora gains from the Gods. Our story can be found in different forms. Not just by the main missions but also the scrolls you'll find around the world and in treasure chests.

Now that you all know a little more about Pandora, it's time to tell you all about Party Llama Games!

Pandora was very much created as a portfolio piece for many of the team members around 4 years ago. It was something the team wanted to use to get into the video games industry and learn more about creating a game. Over the past year, we really focused and buckled down as a team to make Pandora into more than just a personal project for each of us. The ideas we began with, we wanted to flesh these out into something bigger! Something everyone could play and experience!

Our team is made up of 10 people who have been around on the project for a long time. Most of us have full-time jobs or freelance as we make Pandora on the side. We know a few of you have confused us as being a full-time studio! Not yet, but hopefully one day! Pandora is something we're all very passionate about and love working on.

Our plan for Pandora: Chains of Chaos is to continue to polish the game and flesh out the environment, story, and combat. Don't worry, we plan on supporting Pandora for a long time. Bear with us while we fix the bugs, and use your feedback on updating the game.

Once the game launches we'll be focusing on making sure the story continues and we'll be focusing on the combat as well as finishing up adding in our UI as well. We can't wait to add more and more to the game for you all to play (and find bugs!).

We can't wait for you to try Pandora and follow us on our journey!



Alyssa
Community Manager

Pandora Gameplay Update

Pandora Gameplay Update

News

New art style, updated gameplay and what we're focusing on.

Pandora: Chains of Chaos Demo now available

Pandora: Chains of Chaos Demo now available

News

Our demo has officially launched! Download it now to give us feedback and help shape the game.

Pandora Demo Update

Pandora Demo Update

News

We're working on a Demo to publish on Steam. Take a look at where we are currently.

Pandora's New Houses

Pandora's New Houses

News

Take a look at the new houses in Pandora and how we're making them.

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Pandora Demo 0 3

Pandora Demo 0 3

Demo

A 17-year-old girl named Pandora has opened a box containing evils that could destroy the world. Kome Village, her home, is invaded by creatures spawned...

Post comment Comments  (0 - 10 of 13)
astralojia
astralojia

This game looks really interesting, I can't wait to see more demos you release.

Right off the bat with the Hera Cutscene the first things I notice that could be improved...

The animation for the main character when she runs...I don't know what 3D program you're using but there are lots of free resources on run and walk cycles, even right on youtube you could find and emulate. The legs look stiff, the arms look the same. I'm not quite sure what it is about it but this is just what I see immediately.

Here's a problem, though, to keep in mind....You don't necessarily want a character's run to be copied directly from real life. It might be better to copy it right from real life, then modify it to be exaggerated. This is what for example a game like Final Fantasy 13, 14 or 15 does.

The text is far too small, so it turns the player off, at least that's my own perspective on it. Bigger text across more pages shouldn't be too hard to accomplish, right? I think this would be better. I would take the "Hera" text and position it in the middle of that buldge on the upper left of the text box, it looks like it's supposed to be there.

Okay so for color theory....If you keep using all oversaturated colors it makes it seem more cartoony. The character on the road seems to blend too much in with the texture of the road. What you need to do then, PERHAPS, to get a very natural feel color wise is to use aqua as your base color that can be very saturated. This leave your bright orange overly saturated road on the opposite (almost) end of the color wheel.

You need to take this saturated orange then in that case and unsaturate it. Not too much of course, but it would need to be a pretty greyish brown, orange would be almost non-existent unless you're using this as your complimentary color.

This would mean that the red rooftops of the houses need to be colored a very very unsaturated red. The sky is fine at bright aqua, but you would need to take everything that's green and unsaturate it juuust the slightest amount so that it blends with your base of aqua (as green is close to aqua on the color wheel, you can still use a halfway saturated green in you're using aqua as your primary color)

You need to add the slightest mist for those far away trees, as the farther away you get the greyer/unsaturated everything is going to become. Things also become cooler farther away so mixing more blue in far away will give that natural feel that everyone is attracted to in mother nature.

The mistake color wise that I see most game devs making when designing worlds I think is using an overly saturated green. If you want to use green as your super saturated color, then unsaturated the aqua sky enough to have an impact, but definitely don't shine bright red unless that is your only complimentary color.

I guess those are overly strict rules though, and if your goal is to make it cartoony-like rather than anime-like it's fine. The appeal of anime, though, is that it seems to make sure of aqua as it's primary color, so that is the only color that has the ability to be very saturated.

Shadows...

Shadows with the trees are so needed here I can't tell you. This is a game for Xbox One and PC....So it shouldn't matter too much if you're increasing the draw calls so much I think through the shadows. If the performance is slow, you're not combining meshes throughout the game. I'm more of a Unity user myself so I can't really tell with Unreal Engine 4 what's needed here...

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nwint Creator
nwint

Hey, thanks for taking the time to write all of this!
It looks like we hadn't updated the images and videos, so we've done that now. Why don't you take a look and see what you think of the updated versions? Feedback like you've done now would be amazing!
Thanks!

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astralojia
astralojia

Here is an example of what I mean. I took a screenshot of the game and cutting it up gave it a more natural color palette:

Here's after:
I.imgur.com
Here's before:
I.imgur.com

And here's a side by side of cartoony vs natural color palettes:
I.imgur.com

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astralojia
astralojia

And here is a before and after when mixing your logo down with more natural colors. You'll notice it doesn't clash as much:

After:
I.imgur.com
Before:
I.imgur.com

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HandsomeShrek
HandsomeShrek

I reaaaaally think you guys need to update that running animation, it looks terribly floaty.

Other than that, this is beautiful, i'd love to see how it evolves.

Any news regarding publisher or crowdfunding?

And happy new year and good work!

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nwint Creator
nwint

Hello!

Yes something we're now currently addressing with the run animation. Hopefully, we'll have it fixed for the next build!

We don't have any help, but I am looking at any financial help we can get to help tide us over.

Make sure you keep a lookout for more updates and let us know your feedback :D

Nareice

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dibdob
dibdob

Time for the demo ? :)

If as you say this is now an open world adventure with a little bit of inspiration from the Fable games
then we need a demo right now ! (or asap )

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VitaminK
VitaminK

Been following for a lil while now and any plans for crowdfunding or something else? With what you have to show, and I'm sure in the future even more I believe it could be pretty successful and help further game development.

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nwint Creator
nwint

Thank you for following us! We really appreciate it :)
We are currently making the demo to pitch to publishers. If that doesn't work, we'll go the crowdfunding route.
Thanks for your kind words!

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blingblinggtav
blingblinggtav

Looking good bro's, when is the demo coming out?

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nwint Creator
nwint

Early next year!

Reply Good karma+1 vote
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