I like creating games and new worlds to explore, especially games with interesting mechanics or twists. I love indie games, anime, my wife and my cats!
Awesome, can't wait to watch the video!
Awesome video! I'm glad you enjoyed the game!
There's now a DRM-free version available with the humble widget (you can find it on our homepage or the IndieDB summary page) - and the game has been approved for the Humble Store and will be available there in a few days!
Haha, I'm uploading it today, and then it can take a few business days for Humble to approve it, so hopefully no more than a week (certainly not by 2150!)
It's steam only at the moment, but there will be a DRM-free Humble Widget up soon (and perhaps a few other storefronts).
Thanks! The player controls their flashlight with the right stick on controllers (since there is no free look), it does not move on it's own.
I'll be deciding that when we get closer to release.
I'm glad you liked the blog. I thought it was clever to use the same mask I used for indirect lighting for the direct lighting visibility - I don't have to worry about shadow mapping artifacts or rendering the scene for every light source (and I can have quite a few light sources in the game).
Yeah, the indirect lighting is a grid based approach. I actually wrote a blog about it here if you are interested: David.fancyfishgames.com
I'm glad you like the GUI! The user interface is also affected by the lighting, which I feel increases the immersion between the UI and gameplay.
Yeah, it definitely has that old-school grid based level design and movement - although I was inspired more by Lands of Lore. I was definitely going for more advanced lighting & rendering than those old RPGs though, more like Legend of Grimrock (but lower poly). The game has a good approximation of indirect lighting which actually has an effect on the gameplay. Anyways, I hope you like the visual style!
Great! Do you have an IndieDB account to communicate (you're signed in as a guest)? If not, you can send me an e-mail at davidmaletz (at) gmail (dot) com.
We used modified versions of the DC:SS sprites in Deity Quest - the DC:SS sprites are released free and open source (CC0). This really helped jumpstart the project and fill out the many follower sprites needed. You can see a full list of open source art used in the credits or Licenses.txt file included in all builds.
Thanks! It's a tough market, but if you keep making the games you love, hopefully others will start to love them too and you'll find your niche!
Almost all battles are optional (bump into them if you want to fight), so you can grind as much or little as you need (and that depends on your play style - obviously going into a boss fight under-leveled will be tougher, but with good strategies you can overcome the level difference)! Also, as you go further to the right in locations, you find higher level followers, larger parties, new follower types, and special chests with cool items & equipment (and you get more experience, so less grinding). But of course, then when you leave the area (unless you use a rope), you lose your progress towards the right.
But yeah, I definitely have many changes planned - and you'll find some areas in game that have a LOT of new follower types (like the first tomb and sky quests)!
Awesome! For range and positioning, that's one of the big changes I'm working on with update 1.1.5 - I'll be making it a lot more clear who can attack from where, as it's so important to the strategy of the game, but never explained well.
Until v1.1.5, you can figure out the range of a follower by clicking view skills. All skills state their range (like RNG: 2 means that it can attack from the top or second position in the active followers list). If a skill doesn't state RNG, then it is either melee (range 1) or is explained in the description (like an attack that says it hits all enemies wont state its range... nor will a support spell). Skills that use equipment have the range of the equipment.
As for not being able to target follower skills, that's one of the downsides of followers fighting automatically in real time. But, you have my permission to yell at your followers when they are being stupid!
Yeah, until we get more players in the server, you'll have to invite someone to fight. Right now, there's a battle every now and then and someone logging in to see if anyone's online (like you did), but no one is available for long.
Awesome! I'm glad you like the game - the video was fun to watch, and you did really well (I really need to get some more tips in there, as some people don't even understand the range/positioning mechanic)! Also, if you want to play the full game, you can get it for $1 (pay what you want) on IndieGameStand for the next 36 hours: Indiegamestand.com
I'm glad you're interested in the game! The battle system definitely has a lot of depth strategically, with many elements, combinations, and possible strategies (some players have even come up with strategies that surprised me)! I hope you enjoy!
We're low budget, so there's a limit to who we can get, but my sister, the composer, has a lot of actor friends and a recording studio, so we'll probably record the voice acting ourselves (for the English version at least).
In multiplayer, battles are always one player versus another player (but both players can bring up to 6 followers to fight). You can battle multiple players tournament style, having to ration your active and reserve followers from one fight to the next, but each individual battle is one on one.
Thanks for the support, and we're off to a strong start with Greenlight now - lets hope for the best!
Yeah, having such positive feedback during testing means the game definitely has potential - which is especially important for me since I'm experimenting with new gameplay elements here.
If I release a strategy guide, it'll probably be for free - it's more important for people to understand and be able to play the game then to make a little extra. Maybe I'll break it up into a starter's strategy guide and a more in depth one though!
Thanks, that means a lot! I'm hoping for some good news with the IGF, but either way I'll continue to polish this game and move towards the finish line!
The patch is already done, just haven't released it (or any downloads) publicly yet. I probably wont upload a public BETA until I get closer to completion, however, if you want to test the current version of the game as a BETA tester, let me know!
Thanks! Been working hard on the game, coming up with interesting twists and improvements, so I'm really hoping it will turn out great!
Thanks for the feedback - I'm definitely considering ways to change up the gameplay in later parts so it doesn't get too repetitive, and already have several ideas planned, but I may incorporate some of these as well!
Yeah, I agree that the bats should attack more. The reason they stop is because the enemy also has a limited amount of mana, but I can easily increase that. As for getting all of your followers to attack, I think I just need to explain what the followers are good for and what their range is. Archers, as you've noticed, have long range, and melee fighters can only attack if they are first, but there are also short and mid-range followers as well. Balancing the positions of your followers will make your team much more effective and faster at defeating enemies - I think I just have to in the follower info make this clearer.
The BETA ended with the submission to IGF, but if you want you can still play the BETA here: Fancyfishgames.com . I've updated the page with the latest version, and as it says on the website, my only condition for playing is that you send me feedback!
All of the follower images (and some other misc images) are from Stone Soup - but they are public domain. I do credit them in the credits and a Licenses.txt file, but since they are public domain, there are no copyright problems (source: Opengameart.org ).
There will be a beta of part one in about a week - it may have bugs and balancing issues, but that will be the first time others will be able to play the game - let me know if you're interested in being a beta tester. Then, I hope to have part one complete by October 19th in time for IGF. As for the full game (8 parts total), that probably wont be complete until late this year.
The maps wont change during a single playthrough - they will be fixed for the entire game, with a fixed amount of enemies and fixed secret locations for you to explore (you are meant to explore the map if you want). The maps only change when you start a NEW game, so you won't instantly know where the secret areas you found the first time around are.