With help from a tiny friend, embark on an epic journey to save the planet you once called home.
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Dec 19, 2018
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Open Beta

Available: TBD

 

Recent updates View all (20)

August 6

B0.7.0 More Health, Bug fixes and a Main Menu Overhaul!

Returning
It's been awhile since I've posted but in return, I've also fixed more issues with the game than I ever thought I could. The coming rest of the month should be very update packed as I continue to work on the finishing touches of the Beta and finish up the game. I'm now finally free of my responsibilities with only my weekends being taken up by Drivers Ed; meaning I can put aside much much MUCH more time to work on Darkness and a Crowd. I have a new idea of how I want the story driven aspects of the game to be done in order to get it finished on time. It’s definitely not going to be the game I wanted it to be. But since I’d have to rewrite the game to make it my way, I’m just going to save that for a later project. I’m only 16, I have plenty of time to test out different projects. The game now, will be much more linear with fewer side-quests to complete and no real home-base. It’s primarily going to be one map that just un-loads and loads different segments of the game as you continue, taking on bosses and fighting creatures. This way I can just continue to work on the map without dealing with algorithms for separate segments of levels and I can control lag between different areas much more conveniently. I’m still very proud with how everythings turned out and I think playing the game in its current state will kind of help show how the rest of the game will be. It’s quite satisfying to play with all of the bugs practically fixed. It’s all just sort of going to be repetitive now with missions and figuring out your purpose in this strange world. I feel like my next update should be the boss Hands if I get that far and a lot more lore as to what the world around you really is and what brought you here.


But that’s going to be probably a week from now. I’ll be playing around with how Hands should work, whether I want him to actually try and attack you or keep a pattern/animation in place. He won’t be a strong or powerful boss but It’ll still be fun. I also want to work on actually putting in place the levels system I was talking about previously, making certain places load and unload as you leave areas. Maybe even a pop up like when you defeat an enemy that goes “Location Discovered” and the name of the location below.

I ALSO want to get in a new enemy but that might be thinking a little too far ahead. We’ll see how much of this actually gets done but I think I have a decent track record for getting the things done that I originally plan on. It just normally takes 10 times longer than originally planned. However with all of that out of the way. I think we should get onto what HAS been added to the game!

What's Up?
The main menu has been FINALLY overhauled with many new options and setups ready to be tested including some resolution leniency, full screen options and in the near future some audio settings. I have the audio setup done and ready to be implemented but at the current moment I think it's just simply muted to prevent any complications. I also really need to start working on a pause menu fairly soon but since that is not implemented in quite yet there’s not much I can say. It should really just use what the main menu uses for a script and just pop up over the screen. Nothing difficult or impossible. At the current moment however, you will need to alt tab out of the game but this should be the last update you’ll have to do that in. If there are enough complaints however, I’ll update that sooner rather than later.

When it comes to updates towards bug fixes, I honestly can’t name all of them. It should be nearly impossible to get stuck in the ground or break the level itself. There are a ton of collectables to follow in-order to make sure you never get lost or too terribly confused and the missions themselves should have a lot of fixes with grammatical errors.


Enemies were also made a lot easier since I’ve been attempting to keep into account that this is still the very beginning of the game. I might weaken them even further in future updates but at the very least, Health has been fixed quite a bit giving you nearly double the amount of health as before.
The updates pop up is now optional and only in the main menu itself so you don’t have to deal with it every time you open up the game. I remember when that got annoying! IE: every time I wanted to test a tiny part of the game and had to close out of the pop-up…

What was this Update?
This Update primarily was just to fix up the main menu and polish any and all bugs there were prior, along with another chance to tell people “HEY! I’m still here!” I’m really excited to show off what there is to come and I know I say that a lot but this honestly has been a surreal experience and i do want to show the world what I’m capable of. I have thousands of other games ready to be published to the steam store as well, so many that I’m going to have free just to give back to the community a bit more for those loyally following my progress. ColorBust is more than likely going to be my next game up here, which although rage inducing, I think is fairly well polished. But again, this update was just to get back out there and warn you all of the continuation of updates that are to come and the end of this project is within sight!


Thank you so so much in advance for making it this far and sticking with me.
Yours truly,
- Seth Albertus
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June 19

B0.6.0 New Abilities To Test, New level cap and more!

B0.6.0
For those looking for the customization and differentiation in game style aspects, I present to you the first of many abilities to come that'll allow you to designate your playstyle in whichever way you see fit. Understandably, two new abilities isn’t much, but it does show the progression that’ll arise from keeping interests high in the game. The new abilities also come with a further progression in the concepts associated with the game itself. How certain upgrades cost more points than others and require higher levels to attribute to. How different elements will focus on different styles of gameplay. With finals “finally” out of the way of progression, I’ll have more time to work on the gameplay elements of the game. All new systems aside, it's time to further progression in the story of the game and really create something the community would be proud to share. For those of you who have stayed with me for the year of development thrown on the store page, I really appreciate your consistency in attention towards the game and I can’t wait to show both old and new members of the game, what greatness they’ve been waiting for. I am still one person, but I’m one person dead set on giving you the experience you’ve ever so been waiting for.

Darkness and a Crowd Battle Royale

Just kidding… There will be no battle royale for the foreseeable future… HOWEVER. There is a new level cap that you can play around with instead.. So when prior you would be locked at level 9, it’s now level 20 that’ll cap you, in order to give you room to test out the new abilities, a little longer. The first one being the new Fire Explosion ability.

Fire Explosion
The fire explosion is a quick right mouse hold dealing more damage than you thought ever possible. A 1.75 multiplier to whatever level you are towards any creatures within range of your mouse. The only cost being 30 spirit points, the currency you originally could see on the bottom left of your screen whenever you broke an object. These are accumulated from varying things, useable for varying spirit controlled moves. Although pricey, keeping in mind what your current damage usually is, this is proven to be exceptionally useful.
Speaking of prices however, this also brings up the point in which. Spirit points are now lowered to only grant you 10 per pickup. Meaning it’s harder to accumulate them as fast as it was prior. However they are now littered throughout the map, both showing you how to get to certain spots and furthering the needs and wants to progress.


Tunican
Yeahhhhh… the name isn’t quite settled on yet. My first ever game was called Manexter or Man-ex-ter as you would pronounce it. Something about me just likes coming up with words that don’t exactly make sense or re-purposing words for different uses. Words are just fun to play around with.
Tunican is the ability that’ll be used to introduce triple jumping. Something about triple jumping kinda just makes everything feel much more fluent and well polished. If the triple jumping feature however turns out to break the game later on it will indeed be removed, but for now it’s nice to know it has the ability to exist and add just the smallest amount of more content in the game.



What else can he add!?
Well, now that you ask… There has been one very severe bug fix that changes the way many players have played previously. Before certain chat popups would interfere with fights, Now you can fight AND stare down that infamous speaker you ever so wanted to talk to… Just look at his taunting movements…
There was one screenshot claiming that the game had been beyond broken when the player was attempting to talk to his mouse while attempting to fight a creature. I believe they were stuck in the mouse chatting system and were not able to fight because the chat pop up would just get in their way. Now there's two different checks when previously there was just one. Looking for a speaker in the first check and looking for a fight in the second… It’s something small that should’ve been there all along but was just now recently added to prevent further frustrations with the game.

Concerns And Comments?
I try my hardest to pay attention to any and all concerns regarding the game and once they are brought to my attention I do everything in my power to fix them… regardless of how late it is that I do fix them. You’re all trying out my beta in the kindness of your hearts to help me fix anything and everything that needs to be fixed before I start actually charging people for this monstrosity of a game. (Just kidding.. My game is perfect <3)
Keep bringing these things up and I’ll keep fixing them! I love interacting with the community and I really do just want to make everyone happy enjoy the experience for what it is in the process. Thank you all so much for sticking with me and I can’t wait to see you in the next content update….


ALSO GOOGLE HAS A LITTLE POP UP FOR THE GAME! OH MY GOODNESS!!!!

Come hang out!?
Before everything closes however, I do want to mention, we now have an official Darkness and a Crowd website developed and a discord server where you can come and hang out with me or play some cool games with our plugins we just got installed! Come check everything out!
http://hoem.dx.am/Darknessandacrowd/
https://discord.gg/vSfP4c4


Thanks in advance!
Seth Albertus
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About This Game

With help from a tiny friend, embark on an epic journey to save the planet you once called home.

Featuring many of the common beloved, physics based challenges with casual puzzle games while introducing its own role-playing-like feeling, Darkness and a Crowd really does set out to originate itself from the occasional 2D adventure platformers seen way too many times. A game that introduces the beauty of elements, leveling and unlocking new ways to complete the challenges that face ahead.

While furthering progress in the game, you will continuously encounter many types of creatures each with their own unique styles of attacks. While some creatures are up close melee attackers, others may be ranged but slower. If you advance too quickly, you may find yourself in a scenario in which a few extra points could’ve made all the difference from life to death.

All of these challenges aside, the beauty of the game lies in the way it carries out many functions. In common RPG games, a turn based system is used in times of battle. Darkness and a Crowd has found a way to adapt this style of turn based combat in a real time style. The most common example of this would be with the spickles. Creatures such as spickles take turns much as they would in a turn based RPG. They can be faced with the option to attack or move forward. However the choices aren’t randomized and really do rely on how close they are to their enemies. With larger spickles, they prove to be more difficult with their massive damage, however their downfall lies with how slow they move. If hit by a large spickle, your health will often drop below half, but the chances of that happening are low, depending on how well you know your enemy. Get used to memorizing when they will attack and it shouldn’t prove a problem.

Throughout the game, you will begin to learn more of the lands you encounter. How these places live and breathe. Each new area should have a whole new set of laws different from another in which the world abides by. You will begin to get a feeling for the world as you help out the simple citizens of the towns. Gain a new understanding of the way these cultures interact with themselves and each other.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP, Vista, 7, 8, 10
    • Processor: Intel Core i5 6200U @ 2.30GHz x 2
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 530 (HP)
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows XP, Vista, 7, 8, 10
    • Processor: Intel Core i5 7600K @ 3.80GHz x 4
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 950
    • Storage: 1 GB available space
    Minimum:
    • OS: 10.11.6 OS X El Capitan
    • Processor: Intel Core i5 6200U @ 2.30GHz x 2
    • Memory: 4 GB RAM
    • Graphics: Intel HD Graphics 530
    • Storage: 1 GB available space
    Recommended:
    • OS: 10.11.6 OS X El Capitan
    • Processor: Intel Core i5 7600K @ 3.80GHz x 4
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 950
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 18.04 LTS
    • Processor: Dual Core Processor
    • Memory: 4 GB RAM
    • Graphics: 512MB Video Card
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 18.04 LTS
    • Processor: Intel Core I5 7600K @ 3.80GHz x 4
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 950
    • Storage: 1 GB available space
    • Additional Notes: Nvidia Proprietary Driver
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