After waking up in a strange unfamiliar hospital bed after a two year coma, John Smith decides to salvage what's left of his life and live a quiet and peaceful existence. He has no idea who he was or how he ended up in a coma in the first place. All he knows now is that that a third of his body was so badly damaged and burned that it's been replaced with cybernetics. Then there are the nightmares that plague his dreams every night sending him to the edge of his own sanity. Follow Mr. Smith on his journey to unravel his past and unlock the doors that lead him on a journey not just about self discovery, but his very survival.
Journey through Chicago with John Smith in this classic noir tale as he pieces together clues about his past, battles enemies, and tries to reluctantly put his life back together. And like classic noir tales of old, you know that not everything is as it seems. Who will John be at the end of it all? Shadows of the Lost is a mix of adventure game mechanics and turn based RPG set in a futuristic cyberpunk world.
This 2D RPG is the first game in our Penny RPG series which is a series of short, inexpensive RPGs with throwback mechanics and thoughtful storytelling. If you're a fan of classic 2D JRPGs with a mix of more modern systems, then you'll be right at home.
Hello, everyone. My name is Garv and I'm the developer of Shadows of the Lost - A Blood City Tale. Over the last year, I've been working on converting the game from 2D to 3D. Honestly, I didn't expect it to take that long, but the character system itself took me about 3 or 4 months to implement. Then, there was a lot of rewriting the underlying code to accommodate 3D movement and then recreating the zones themselves. It's a tall order for one person, but I'm happy that I was able to get this far.
The main reason for changing the graphics was because the original vision I wanted just couldn't be realized properly. I wanted a kind of Hotline Miami cyberpunk style game with some interesting stylized effects, but with my terrible 2D skills, that wasn't happening. On top of the fact that from that angle, it was extremely frustrating for the player to know what they were looking at most of the time. I almost always had someone asking me what an item was and that wasn't any fun. It occurred to me that a change was necessary in order to make things fun and understandable for the player.
Here's the old look of the game:
And here's the new look:
As you can see, it's much easier to see what the surroundings are. Also, I think it allows players to get more immersed in the world. The other thing this opened up was the ability to do cut-scenes and the like. I feel like it just has an overall better vibe than the original look.
Because the game was changed to 3D, one of the additions I prioritized was giving the player to adjust their graphical settings. It's still a little bare-bones, but it'll help for those who have low end graphics cards. The plan is to add more options in the future, but right now what's there should work.
That said, the underlying game is still the same. The turn-based combat is still there along with all of the light adventure elements. I didn't want to mess with the base gameplay.
There's still a lot of work that needs to be done, but this is a good first start. I hope that players like the new look, it took a lot of work to get there.
Anyway, thanks for reading.
Taking a look at the game with the new updates that have been just released.
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