T
Tayoyo
Guest
Check out my Discord, this is where you can talk to me and give me feedback, or post your fanart!
Check out my Twitter, this is where you can see my updates as soon as they happen, and maybe see some of my unfinished work
Check out my YouTube channel, this is where I post all my update videos
UPDATE #15 is here!
June 3, 2020
Vearo is an action adventure game inspired by Hyper Light Drifter, Dark Souls, and the Last of Us. The story is about the violent nature of humans and the loneliness of battling your own inner demons. The game has a strong emphasis on violence, and many mechanics support this idea. Enemies bleed, can be dismembered, and will try and crawl away after being defeated. A bridge made of corpses is the only way to the top of the mountain.
I update Vearo monthly. Keep an eye out for the next update near the end of each month.
Try the demo or watch a playthrough!
Playthrough V.15
https://1drv.ms/u/s!ApoGlsd_vNZ9inRcHZNeWqSnUMVt?e=oeLCNT
Demo V.15
All feedback is welcome, I'd love to hear what everyone has to say, and I'll reply to every question.
Older Versions
-Made the health bar and energy bar percentile based instead of point based. This will allow for some new things to get added
-Added chickens into the chicken room
-Made it so the energy bars turn into the proper colours when you change you sword
-Concept art for dogs has been started on
-Completely stolen all of the assets from HLD, Legend of Zelda Link to the past and Dark souls and combined them into my game
-Changed some of the cloak colours, removed the pure white and gross colour one.
-Fixed a few game breaking bugs that crashed the game
-Fixed a bug where you couldn't go back through a doorway
-Made it so that the player can no longer interact with doors while falling
-Added in a new enemy called the brute. These guys move slower and attack slower than regular enemies, but also do more damage to the player and have more HP. I'm gonna make these guys deflect projectiles back at you if the you try to knock stuff at them sometime later. Also, they don't have any animations(edited)
-Fixed a bug where grunts would sometimes flash as guards for a split second
-Fixed a bug where the health bar would be behind the inventory screen
-Energy recharges automatically, and once it's full health will begin to regen. Energy now depletes everytime you take a hit, cast a spell, dash, perfom a charged slash or regular slash
-Removed the heal spell, as healing is already automatic.
-Added in a pink sword and a dark green sword.
-Some cloaks now has passive effects
-GREEN & GREY CLOAK : Slowly regenerate HP even when energy is not maxed out, energy regenerates slower(edited)
- RED CLOAK : Taking damage does not reduce energy, and neither does dashing.
-BRIGHT BLUE & PURPLE CLOAK : hp regens faster at max energy, energy regens faster at max hp, energy regens slower when not at max hp
-Lowered the amount of chickens that are in the chicken room
-Completely removed all chickens as they're messing with the blood particles of enemies for somer reason
-Using up and down on the keyboard you can cycle through different cloak colours. Your cloak colour also affects the dash effect and the animation when you respawn
-Changed the design and colours of the swords. I've also changed the inventory a little, like by animating the more detailed version of the player, which also changes its cloak colour
-Made it so that the player cannot be hit with fireballs will falling
-Added some more details to the last couple of levels -Fixed a graphical bug where random pixels would appear when slashing
-Made the swords part of the cloak palette which now makes it easier to update the animations and change the colours -Town has been taken out of the demo for now
-Added in a developer mode to make is easier to toggle things on and off
-Now displays Vearo as program name when running the game
-Fixed a bug where you could avoid taking damage by being hit during your attack animation
-Fixed a bug where the player would get stuck in the "Take Damage" state randomly. It shouldn't happen anymore
-Changed the look of the mages, and changes some of their animations
-Added in a damaged state that all enemies will go into when they're at or below 1 HP
-Added in a new enemy that is very similar to the old spear enemies. They move faster and are easier to kill, and also do less damage to the player. Also they don't have any animations, so they just slide after you in a really scary fashion
-Made the game change log public on the discord. If you wanna know about updates as soon as they happen you can keep up to date there
-Made mages shoot fireballs a little slower when they're damaged -Made fire balls do 1.25 damage instead of 1.00
-Fixed a bug where blood particles wouldn’t spawn if you entered, left and came back into a room
-Added a rough version of the town
-Started working on the official demo levels
-Made it so the player can’t accidently dash over small platforms
-I've fixed a few colouring issues on the title screen
-Slightly changed the dash animation
-Fixed a bug where the inventory key could be spammed to break the game
-Fixed a bug where dashing into skeletons and destroying them gave you energy
-Added in enemy spawners, that spawn in enemies in waves for the player to fight
-Cleaned up the code to make it easier to add new things in
-Made it so that when moving diagnoally and attacking you attack sideways instead of up or down, as the player's animation showed them running sideways
-Fixed a bug where that breaks the game when loading a save
-Fixed a bug where the player would run on spot while in their inventory
-Fixed a few bugs with the enemy A.I.
-Added in a few new sound effects
-Improved the code for dialogue, making it easier to add new characters
-Added signs which the player can slice
-Added weapons that the player has to pick up and then equip to use
-Changed the look of the sword icons, but haven’t changed the player icon in the inventory. I’ll do that when I’m happy with the design, but until then they won't match up
-Loading and saving mechanics now works
-Improved room transition effect and added a walking animation
-Dashing now doesn't instantly come to a stop. There is a bit of a slowdown at the end.
-Changed the look of the energy and health bar
-Max energy now starts at 10 instead of 8
-Max energy can be increased to 12 -Max health can be increased to 6
-Health no longer is instantly replenished when healing
-Healing now costs 4 energy instead of 3
-Added a small effect that shows where the player is even when they're behind walls.
-Fixed a bug where the vignette would show up in the death animation
-Screen shake has been greatly improved
-Every sword now has a slightly different sound effect
-Changed sound for footstep
-Enemy AI now has path-finding. I'm still trying to work out some bugs, but it works pretty well for the most part.
-Improved the look of the inventory
-Added money into the game. Every enemy in the game gives one gold coin upon death.
-Fought a huge war against the bug overlords. The saving and loading systems allowed a lot of bugs to sneak into the game, and I'm still trying to fight them off.
-Blood splats can now face any direction
Please give me feedback and your thoughts, I'd love to hear them!
Check out my Twitter, this is where you can see my updates as soon as they happen, and maybe see some of my unfinished work
Check out my YouTube channel, this is where I post all my update videos
UPDATE #15 is here!
Update #15(June 2, 2020)
What I did over the past two years.
-Restarted the project in GMS 2.
-Planned out the story, plot twists, and bosses.
-Doubled the size of all my sprites to 64x64
-Movement is smoother and feels better.
-Can walk by holding shift
-Added an in game menu
-Add dynamic blood
-New animations for literally everything
-New enemies
-New sound effects for everything
-Dismemberment for heads
-Added location based sound effects
-Added Spirit Helmet room, which can be accessed upon death
-Added souls, which will be used as currency
-Added mechanic for climbing on certain walls
-Added spectral hand, which can be used to grab enemies and activate switches.
What I did over the past two years.
-Restarted the project in GMS 2.
-Planned out the story, plot twists, and bosses.
-Doubled the size of all my sprites to 64x64
-Movement is smoother and feels better.
-Can walk by holding shift
-Added an in game menu
-Add dynamic blood
-New animations for literally everything
-New enemies
-New sound effects for everything
-Dismemberment for heads
-Added location based sound effects
-Added Spirit Helmet room, which can be accessed upon death
-Added souls, which will be used as currency
-Added mechanic for climbing on certain walls
-Added spectral hand, which can be used to grab enemies and activate switches.
Vearo is an action adventure game inspired by Hyper Light Drifter, Dark Souls, and the Last of Us. The story is about the violent nature of humans and the loneliness of battling your own inner demons. The game has a strong emphasis on violence, and many mechanics support this idea. Enemies bleed, can be dismembered, and will try and crawl away after being defeated. A bridge made of corpses is the only way to the top of the mountain.
I update Vearo monthly. Keep an eye out for the next update near the end of each month.
Try the demo or watch a playthrough!
https://1drv.ms/u/s!ApoGlsd_vNZ9inRcHZNeWqSnUMVt?e=oeLCNT
Demo V.15
-WASD to move
-ENTER to slash
-SPACE to dash
-E to interact
-Shift to Walk
-Enter to change cloak
-ESC to open menu
All of the controls are also in the game. Have fun!
-ENTER to slash
-SPACE to dash
-E to interact
-Shift to Walk
-Enter to change cloak
-ESC to open menu
All of the controls are also in the game. Have fun!
Older Versions
-Added chickens into the chicken room
-Made it so the energy bars turn into the proper colours when you change you sword
-Concept art for dogs has been started on
-Completely stolen all of the assets from HLD, Legend of Zelda Link to the past and Dark souls and combined them into my game
-Changed some of the cloak colours, removed the pure white and gross colour one.
-Fixed a few game breaking bugs that crashed the game
-Fixed a bug where you couldn't go back through a doorway
-Made it so that the player can no longer interact with doors while falling
-Added in a new enemy called the brute. These guys move slower and attack slower than regular enemies, but also do more damage to the player and have more HP. I'm gonna make these guys deflect projectiles back at you if the you try to knock stuff at them sometime later. Also, they don't have any animations(edited)
-Fixed a bug where grunts would sometimes flash as guards for a split second
-Fixed a bug where the health bar would be behind the inventory screen
-Energy recharges automatically, and once it's full health will begin to regen. Energy now depletes everytime you take a hit, cast a spell, dash, perfom a charged slash or regular slash
-Removed the heal spell, as healing is already automatic.
-Added in a pink sword and a dark green sword.
-Some cloaks now has passive effects
-GREEN & GREY CLOAK : Slowly regenerate HP even when energy is not maxed out, energy regenerates slower(edited)
- RED CLOAK : Taking damage does not reduce energy, and neither does dashing.
-BRIGHT BLUE & PURPLE CLOAK : hp regens faster at max energy, energy regens faster at max hp, energy regens slower when not at max hp
-Lowered the amount of chickens that are in the chicken room
-Completely removed all chickens as they're messing with the blood particles of enemies for somer reason
-Changed the design and colours of the swords. I've also changed the inventory a little, like by animating the more detailed version of the player, which also changes its cloak colour
-Made it so that the player cannot be hit with fireballs will falling
-Added some more details to the last couple of levels -Fixed a graphical bug where random pixels would appear when slashing
-Made the swords part of the cloak palette which now makes it easier to update the animations and change the colours -Town has been taken out of the demo for now
-Added in a developer mode to make is easier to toggle things on and off
-Now displays Vearo as program name when running the game
-Fixed a bug where you could avoid taking damage by being hit during your attack animation
-Fixed a bug where the player would get stuck in the "Take Damage" state randomly. It shouldn't happen anymore
-Changed the look of the mages, and changes some of their animations
-Added in a damaged state that all enemies will go into when they're at or below 1 HP
-Added in a new enemy that is very similar to the old spear enemies. They move faster and are easier to kill, and also do less damage to the player. Also they don't have any animations, so they just slide after you in a really scary fashion
-Made the game change log public on the discord. If you wanna know about updates as soon as they happen you can keep up to date there
-Made mages shoot fireballs a little slower when they're damaged -Made fire balls do 1.25 damage instead of 1.00
-Added a rough version of the town
-Started working on the official demo levels
-Made it so the player can’t accidently dash over small platforms
-I've fixed a few colouring issues on the title screen
-Slightly changed the dash animation
-Fixed a bug where the inventory key could be spammed to break the game
-Fixed a bug where dashing into skeletons and destroying them gave you energy
-Added in enemy spawners, that spawn in enemies in waves for the player to fight
-Cleaned up the code to make it easier to add new things in
-Made it so that when moving diagnoally and attacking you attack sideways instead of up or down, as the player's animation showed them running sideways
-Fixed a bug where that breaks the game when loading a save
-Fixed a bug where the player would run on spot while in their inventory
-Fixed a few bugs with the enemy A.I.
-Added in a few new sound effects
-Improved the code for dialogue, making it easier to add new characters
-Added signs which the player can slice
-Added weapons that the player has to pick up and then equip to use
-Changed the look of the sword icons, but haven’t changed the player icon in the inventory. I’ll do that when I’m happy with the design, but until then they won't match up
-Improved room transition effect and added a walking animation
-Dashing now doesn't instantly come to a stop. There is a bit of a slowdown at the end.
-Changed the look of the energy and health bar
-Max energy now starts at 10 instead of 8
-Max energy can be increased to 12 -Max health can be increased to 6
-Health no longer is instantly replenished when healing
-Healing now costs 4 energy instead of 3
-Added a small effect that shows where the player is even when they're behind walls.
-Fixed a bug where the vignette would show up in the death animation
-Screen shake has been greatly improved
-Every sword now has a slightly different sound effect
-Changed sound for footstep
-Enemy AI now has path-finding. I'm still trying to work out some bugs, but it works pretty well for the most part.
-Improved the look of the inventory
-Added money into the game. Every enemy in the game gives one gold coin upon death.
-Fought a huge war against the bug overlords. The saving and loading systems allowed a lot of bugs to sneak into the game, and I'm still trying to fight them off.
-Blood splats can now face any direction
-I added a vignette effect when low on health
-Did more concept art and story writing
-I finally found a title screen look that I like
-Animated the title screen
-Finished the "press enter" easter egg. Since there is no saving, it has no effect when you restart, but that will change once I figure out how to make the game save your mistakes
-Made music for the title screen (i was getting bored of the last song anyways)
-The energy bar now changes colour depending on the sword that you choose. Later on, the each sword will also have a special ability tied with it
-Did more concept art and story writing
-I finally found a title screen look that I like
-Animated the title screen
-Finished the "press enter" easter egg. Since there is no saving, it has no effect when you restart, but that will change once I figure out how to make the game save your mistakes
-Made music for the title screen (i was getting bored of the last song anyways)
-The energy bar now changes colour depending on the sword that you choose. Later on, the each sword will also have a special ability tied with it
Please give me feedback and your thoughts, I'd love to hear them!
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