The Party

curato

Member
I wanted to start sharing a little bit about the project I am currently working on. It is called The Party. You will follow the quest of a standard for person group as they traverse a dungeon to save the prince from a dragon. You will control each character one at a time in order to avoid obstacles or use their special skills to eliminate them. It will be more about solving RPG like puzzles than a combat type of game.

I have worked a lot with @Animator111 to get the art style just right. So, if you see anything your like give him a shout out.
screen6.png

Characters:
Rose: A defensive specialist. She can take a lot of damage to protect allies. She may avoid damage entirely by blocking with her shield or charge in stunning enemies with her shield or moving heavy objects.

Dante: An assassin. He specializes in mobility and sudden unexpected death. He can jump over areas others could not reach and stab enemies in the back when they least expect it.

Nova: A fire mage. He can launch fire balls to deal with ranged foes and can use counter magic to counter ranged spell or dispell magical obstacles.

Evelina: A druid. She specializes in nature magic. She can transform into a fairy to reach areas others could not reach or resurrect fallen allies.

Demo Download! https://drive.google.com/open?id=1DROj5i3CxuAJrMBSr4NmiqXsgn1wTdWG
 
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curato

Member
Working on building out a few levels that will be the basic introduction to mechanics and so forth. In the mean time, I will leave you with this.

theparty.gif
 
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Sounds interesting and is looking pretty good. The sprite work is nice, but I'm not a fan of the floor and wall art. I don't think the perspective style used here for the walls works with the style and orientation of the sprites.
 

pixeltroid

Member
sprites look very nice. but the floor needs some detail imo. the drop shadow effect on the walls look a little off.
 

curato

Member
Thanks for the feed back! I was trying to go with a more old Zelda like perspective mostly so that you can see all the walls so they could be used for puzzle parts. I do have some floor tiles that help break up the floor a little bit for larger areas in the current version. on the shadow effect, I know what you mean it nips a little bit on the outside corners. I need to put a fix in for that.

I am getting pretty close on a demo. I hope to get some new screens shots and a demo up before too long.
 

curato

Member
Sorry, for the delay in getting a demo up. I got side tracked. I had to build out a few level and make changes as a went and then play test to fix the bugs that cropped up from the changes... good times... Anyways, let me know what you think of the progress.
 

curato

Member
Updated the leading screen shot to show some minor graphic improvements. I looked at how the drop shadows looked and tweaked them a little and there some tiles to make the floor look less even. I still make another detail pass on things.
 

Yrbiax

Member
Hey, i tried your demo.

I expected it to be standard turn based rpg, but it turned out to be puzzle game of sorts.
(didnt read opening post too carefully :D)

In first level i tried to sneak to second room, but i got stopped by dialogue and enemy continued attacking me.
Perhaps you could stop enemys movement when you are in dialogue.

Small corriors could be smaller so it would be more obvious that normal characters cant fit through it.
Now it looks like any character could fit through it.

partyStuck.png
Got stuck into this spike fence here.

partyTrap.png
Hit boxes for characters seem to be too big. This lizard wasnt even close to this trap and it died.

I pressed X on accident when i meant to press level restart.
Didnt feel like playing through same levels again so i stopped there.
It would be good to have level selection in menu.
 

curato

Member
Thanks for the feedback!

Dialog isn't a huge part of the game, the first level is a little dialog heavy just because I wanted to make sure everyone understood the mechanics. I will definitely check to make the explanations more injury free.

I will consider your thoughts on the small corridors. I did try to hit that in the level one dialog but I will think about if there is a way to make it more visual.

I will check on the collisions. Due to this not being a super combat game the collision detection is basically one box versus another. I had noted in some cases it looked slightly off, but I never saw one as off as your screen shot. That is a really good trap there lol.

Actually, you are correct. This game is designed for a level select menu. All of the heavy lifting is done as far as keeping track of completed levels and stars and loot earned. The next demo you will definitely have a level select screen. The back end autosaving of your progress is already in this demo. If you download the next demo you should be able to pick up where you left off!

Thanks again for the feedback!
 

curato

Member
I got a new demo up. A few bug fixes and I compressed the audio for a smaller download (that probably should be the default option imho). I rounded out the first ten levels and put in the level selection menu. That is what I originally meant to do for a proof of concept/tutorial levels to ease you into the game. My plan from here it to push into different themed levels like a fire, ice, wind, and earth themed and I was thinking to more elite levels like and astral dragon that you unlock by getting all the stars and a treasure themed dragon that you unlock by getting all the loot and that would unlock a final bad guy.
 

curato

Member
I am working on pushing past the basic demo. I did want to show a little gif of a fire breathing baddie
firebreath.gif
 
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