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The Twilight Realm
The Twilight Realm is a parasitic world that steals from its neighboring worlds. Kale was stolen as well, and meets Rai, a veteran who was once in the same place as himself. Together they press on to discover the secrets of the Twilight Realm in hopes of stopping the spread of the plague-like world, and returning home. Controls WASD - Move Left Click - Use basic attack, cast skill (if currently targeting), interact with NPC Right Click - Ready skill cast (use to target), or use instant-cast skill Z - Progress dialogue Number Keys/Mousewheel - Scroll through skills Esc - Pause game Features - Eight classes to choose from: Two tanks, two melee damage, two mobile artillery, and two mages - Your choices are meaningful and decide whether or not you escape the Twilight Realm - Fast-paced bullet hell action combat - Looking at 2-3 hours per playthrough - Narwhal Fin There were a lot of things that didn't turn out ideally, and there will likely be some small (but non-game-changing) bugs. If, in the event, you find a serious bug, IE one that alters the game, produces an error, or gets you permanently stuck without circumventing, please let me know so I can look into it. All content is original, created by me. Use of this content without explicit permission is prohibited. Making this game was an adventure in itself. I sincerely hope you enjoy it. Welcome to the Twilight Realm. Target platforms:
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Look guys.
The first boss is as simple as landing one basic attack (your left-click spam). This is equal difficulty for ranged and melee. Ranged have lower defense and get eaten up close, and should try to shoot between the mirrors. Melee should use their mobility or defensive moves to take the hits and attack as quickly as possible. He shoots faster when you get close, so it's only a matter of time before you die. If you have trouble, grind on the enemies outside. The fight was designed for level 7, so level 8 should be good for anyone. You can't change your class. If you don't like your class, you'll have to create a new game, which I'd recommend doing anyway because you can't see the entire game in one go. Bloodwielder is a tank class that focuses around healing. He can take hits really well but can't dish them out as well as most other classes. Should I write a tutorial for this or something? I was obscure for a reason--to encourage experimentation and memorization--but if people are having so much trouble getting through the game, I'm about ready to just do a walkthrough. Ah, but there is a minor bug in that fight, and that was to counter cheesing it. Whenever your attack touches a mirror, no matter what class you are, it gets deactivated. Point is, just wait a bit for the mirrors to expand.
I really liked this game, ran around as a blood guy, which almost felt OPed until I got insta killed a bunch of times. A lot of the enemies are easy to hit as a blood user, like that flying guy, you can cast your absorbing & DOT magic on him while he's flying (though it could be possible with other classes, dno). The game ended up crashing sadly, there were two glitches, both against the same boss, that girl who Rai killed, or something, I didn't get to finish that story section. First part was the point in the boss fight where she split into two shadows, I ended up beating them both, but nothing happened afterwards, there was still the barriers in place, and I couldn't leave, so I suicided. Second glitch was after I beat her, and Rai was pointing the gun to her, when the convo started I got a whole bunch of errors and had to abort the game. Haven't played it again yet, but it was a lot of fun and I'll definitely continue it.
Quote First part was the point in the boss fight where she split into two shadows, I ended up beating them both, but nothing happened afterwards, there was still the barriers in place, and I couldn't leave, so I suicided. Unfortunately I found that on one of my playthroughs and couldn't replicate it for the life of me. I can tell you, however, that it was with the exact same class. I figured it was class-specific back then but again, I couldn't track it down because out of about twenty attempts, it only happened once. Quote when the convo started I got a whole bunch of errors and had to abort the game Could you get me details on those errors? I've heard of some deactivation problems which are all GM's means of handling, and are difficult to circumvent. Wonder if it's something similar. I guess the bloodwielder's got a couple major bugs. Unfortunately I did 90% of my designing and playtesting phases as skirmisher, shadowlurker, particle artist, and tracker. But I'm glad you're enjoying it so far. Note that I DID test full playthroughs of every class. I would've done more but with 2+ hours per playthrough, I sadly didn't have the time....
Also ran into the first glitch a second time while playing (still using the same character of course).
This was in the error logs for the second glitch: http://pastebin.com/CZYvrmiW Although that doesn't look particularly helpful to debug... I wouldn't doubt that it's an issue with GM. [Edit:] Ran into the first glitch a third time, 4th time I finally got through that section. After a bit I ran into those Duskflight Seers and talking to one of them caused the second error again, might be just randomly appearing.
I'm not sure if every class was the same, but it felt like the Corruptor did a little too much damage with its default attack. A lot more than the particle artist, and with infinite range, too. Which was way more than the non-magic ranged classes (those seemed to do almost no damage, at least in the courtyard at level 5).... although the melee ones did a lot of damage as well, but they were melee-range. It also would've been nice to see different default attacks, or at least some kind of change in them when you level up. It got a bit boring just clicking once or twice on an enemy and just having it die like that with the same effects.
And another thing, when you are in the forest and you get teleported to the area with the white pentagram and you just have to dodge bullets for a bit, it got very boring if you died, since the first 4 waves of bullets you just literally stood still, and then the next 3 you just stood in the 3 spots. The bits after were more fun, but were hindered by having to re-do the first 7 waves of just standing pretty much in one spot on the pentagram. I died a couple times near the end, which was why I found it very annoying to go through those 7 waves. Overall though, it was a very good game, especially for one person in 3 months. It had a level of polish you don't often see in Game Maker games.
Back when I was making the forest pentagram puzzle, I wanted to push the fact that memorization and careful execution would be a recurring element in the game. But after cutting out a lot of content, and in retrospect, that was a terribly long and frustrating third puzzle, since the first waves were easy, and the last was the only formidable one.
As for corruptor damage, I specifically changed its ramp time in comparison. The particle artist is supposed to rely on his spells and use fast, weak hits to fill the cooldown time, while the corruptor has a difficult-to-land basic attack and should be rewarded for landing it. Corruptor had twenty times particle artist damage just on basic attacks. It's kind of a focused class while particle artist is area-of-effect. All in all though, balance wasn't quite where I wanted it to be, but I think it wasn't too bad. Next time though, I'd love to add combos. The closest I got here was changing the way your attacks worked based on your Astral Force value. I'll keep that in mind. Thanks, Rob. Fun fact: The render can sometimes hit bosses for literally over 9000. That was a bug I couldn't replicate at will nor could I track it down. Quote Back when I was making the forest pentagram puzzle, I wanted to push the fact that memorization and careful execution would be a recurring element in the game. But after cutting out a lot of content, and in retrospect, that was a terribly long and frustrating third puzzle, since the first waves were easy, and the last was the only formidable one. I wouldn't mind if it wasn't such a long wait with you just sitting on one goddamned position. (Where you start...) Quote As for corruptor damage, I specifically changed its ramp time in comparison. The particle artist is supposed to rely on his spells and use fast, weak hits to fill the cooldown time, while the corruptor has a difficult-to-land basic attack and should be rewarded for landing it. It's so easy to land though. It just felt like "click on things to make them die". And it felt like it did waaaaaay more damage than your spells, too. The spells were only really useful to get past that purple gas in the desert, which was unintuitive IMO.
Well, corruptor's basic attack had a tiny area of effect. But yeah, you're right. That along with a couple other classes didn't turn out too well and I almost got rid of them.
As for the desert puzzle, everyone else made sense with a heal or a mobility move to get over it, and corruptor I was like "lolidunno" and pretended that corrupt canceled corrupt. That was really the only one that was obscure, the next being the particle artist's empower-heal. But yeah, balancing on basic attacks was compared more at the beginning than at the end. My bad. Also, did you get as far as Anka, by chance? |







