Itch.io Page: Duke-of-souls.itch.io
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Sleep well and prepare my Lord, for tomorrow the Adjudicator comes to Tourmaline City.
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Judge Jury and Executioner; The Adjudicator's ultimate authority is enforced directly by the Six. But don't get comfortable yet, for the city of Tourmaline is guilty of impiety, and such irreverence ill-suits the self declared 'Capital of the world.'
Spirits of the damned and divine, noble lords and knights, the wretched and befouled; all must submit to the Six or be destroyed, and it is up to you to carry out those orders. So don your holy garbs, draw your silver blade and prepare your sorceries, its time to adjudicate.
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This Demo Features:
24 Rooms in 2 distinct areas
9 Unique enemies, including 1 boss
6 Weapons and spells (3 each)
Fast paced and dynamic combat
And item descriptions for those inclined to learn more
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Links to samples used in game:
Foot Stomp: Freesound.org
Single Clap: Freesound.org
Cultists Chanting: Freesound.org
Before we get started I'd like to thank everyone who has been keeping track of this game's progress, as always feedback is appreciated. But without further ado, let's look at the most recent changes in Tourmaline.
All Revenant sprites are placeholder templates, proper art will be added in the future
That's right zombies, there back and better than ever. Revenants come in 2 variations each with different characteristics, providing two unique challenges.
These two enemies represent a major advancement in how enemies work in Tourmaline.
A few days ago during the dark ages enemies in Tourmaline did not have collision checking like how the player has collision checking. Previously enemies were not affected by gravity, and were not stopped by walls or floors, the only think stopping them from floating or going through walls was the fact that their simple Ai did little more than walk back and fourth, collision checks were used only to ensure they didn't walk off ledges or into walls.
This means smarter, more versatile, more mobile, and thusly more engaging enemies. No longer are mobs either limited to a single platform magnetized to the ground, or hovering in the sky, with no regard to the laws of physics. This new system gives me the freedom to implement many more nifty features:
Much alike the noble earthworm, Hike-Splitson is able to survive when split in two, one quick swipe at the torso, and the body goes flying. Even in two pieces, the fun isn't over yet, simply provide your new friend with a hard knock and relive the height of your friendship.
While playing with your friend you may also notice another improvement
Ever wanted to hit an enemy and back away at the same time, thanks to recent improvements this task is easier than ever.
This little addition makes combat smoother, with less swinging at the air. With a little practice this becomes second nature, and adds to your options while in battle.
The after image trail following the player is now speed based, the faster the player moves, the brighter and longer the trail will be:
Progress has been steady as of late, I hope you all enjoyed hearing about the game and of course feedback is welcome.
The partition is coming along well, here is what I have accomplished
Tourmaline has already been on itch.io for 2 weeks, so here is an all in one conclusive catch up post.
Hello, I have just made this game public for the first time and would like to tell everyone visiting it a few things about the project
An alternative zip download for those who prefer it. No updates or changes have been made between this version and the executable version.
This is the Demo Ver 1.0, It is a slightly updated version of the demo that I uploaded to Itch.io previously. Differences mainly include small bug fixes
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