HORROR TALES: The Beggar - Carlos [Horror Tales dev]
Hi, I am Carlos Coronado, gamedev of The Beggar.
This is a hard moment for me, but The Beggar is going to be cance... nah just kidding. The console ports are actually quite advanced and we will be able to anounce the final spring release soon.
Here is and image I've done capturing the essence of The Beggar. Thoughts?ːsteammockingː
pssss, if we get to 69k wishlists before release, I add eggplant stuff to the game.
As a solo developer, finding time to showcase progress and updates is quite challenging for me. However, I wanted to show that this project is still moving forward, and I'm currently finalizing the last mechanics of the game along with integrating it with Steam to provide some exciting achievements.
All of what I'm showing you today is still in development, so it may change. But here you can see some things that didn't make it into the demo:
- For those who may not know, the idea for this game originated from a small game I made for a Game Jam. Due to time constraints at that moment, I had to implement a shooting system to defeat enemies, but it was never the intention... So, I decided to create a system as I initially envisioned. There are still some details and variations to be added since the difficulty will escalate and what happens will vary based on your fear: As you delve deeper into Fragmented World, you will have to face your fears... and confront the enemies head-on. But your only weapon is your willpower. Maintain your gaze and concentration on the rhythm of your heart to confront those enemies... if you can.
-I can tell you that the environments will also change in these special levels that occur after completing various puzzles with different mechanics and systems to overcome them; none are the same as the previous one.
- Of course, in the final version, there will be an automatic saving system, so you won't have to worry about saving.
- I don't want to spoil all the mechanics you'll encounter, but with each special level you pass, a new mechanic will appear in the puzzles to unite the fragmented world. That includes the laser puzzles. In the demo, I didn't end up implementing it, but later on, I created a system to have a combination of laser colors, thus creating a laser with the color of the combination of the other two.
There's a lot more work behind the scenes than you can imagine, including translating everything into English(my main language is Spanish), and bugs to fix, some of them come up occasionally, it's like hitting your head against the wall sometimes xD. I'm putting all my effort into finishing this game as soon as possible, which is tough but also a fantastic experience where I'm learning many new things, as in any good development process.
I hope to have it finished very soon (I don't like giving specific dates just in case... but it won't go beyond April!). I'm very excited for you to be able to play it and delve into the dark world of Fragmented World. I hope you're also looking forward to seeing what awaits you.
Have a great day and thank you for your time and interest!
We're excited to bring you the announcements from GGG Live! In this news post we've put together links to everything that is being announced during the livestream. We'll be updating this news post for your reference as the livestream progresses.
During last night's Future Games Show, Enotria: The Last Song presented a new gameplay trailer that showed lots of fights against Canovaccio Authors.
In addition to the new gameplay trailer announcing the new release date, the Jyamma Games development team is having a DEMO coming soon.
Here is a message from our CEO, Giacomo Greco, highlighting the game's improvements:
‘’ I'm proud of the work that the entire team has accomplished, especially when considering that we are an indie company team of just 60 people, in contrast to the numerous souls-like games that have been recently developed by teams, including outsourcing assistance, numbering over 700 individuals. During the transition from Unreal 4 to Unreal 5, we managed to expand the game and elevate it in terms of content and quality going beyond the expected AA standards.
Presently, the game offers 3 Main regions with over 40 hours of gameplay, more than 100 different enemies, supported by a robust RPG system.
We focused extensively on aspects beloved by souls-like players, particularly the diversity of builds and weaponry. Our Skill Tree and Mask-switch systems promise to revolutionize the souls-like genre with unprecedented build diversification.
Currently, we offer 68 skills and 30 masks, resulting in over 150 million possible combinations. This, coupled with over 120 available weapons, 30 aspects (stats modifiers), and more than 45 spells, expands the possibilities beyond anything seen before. We are eagerly anticipating the freedom players will have within our game.
A demo will soon be released on PS5, Steam, and Epic store, affording potential buyers the opportunity to experience the game before making a purchase. We are confident they will be enamored with it, and this will also provide us with valuable feedback from players worldwide. ‘’
Don’t forget to follow our socials and jump in to our DISCORD to be part of the Enotria: The Last Song community.
Flintlock: The Siege of Dawn - Bee | Kepler Interactive
Take a closer look at the combat system in Flintlock: The Siege of Dawn, and hear from our animation director at A44, Matthew Wood. Learn about his favorite aspects of the combat design, and discover some of the traversal movement options in our upcoming souls-lite RPG.
Make the most of your journey by logging in for increased rates during Golden Time Event! Starting at midnight, enjoy a 2x EXP, 2x Skill, and 2x Drop event!
Event Duration: March 22, 2024 00:00 - March 24, 2024 23:59 Pacific
This increased rate event will only last until Sunday, March 24th, before midnight, so don't wait to take advantage of these increased gains!
We appreciate your patience and are thrilled to finally unveil that we've released the 0.9.0. update, which includes 2 new features:
Online multiplayer! This is still very experimental since we didn't have enough players during the closed beta to test it properly. Right now the maximum is set to 12 players, but it could actually be more or less, we just don't know. Please send us your feedback on Discord or on Steam so we can improve this game mode!
Tunnels! They can now be placed using the Section Types tool in the Track Editor. Can't wait to see new tracks with tunnels shared online! We haven't updated the official tracks yet. This will come with the next update.
This update also includes the usual bug fixes and tweaks here and there. Let us know what you think!
Now we know that we haven't been very available to work on Super Pilot since it's in Early Access. Life. We don't earn much money from it, we work on it on our spare time. We have day jobs and families. We're still present on Discord and read every single message.
1.0 will be the last major updates. Here's what we've planned so far:
New environments
New musics
Official tracks update
Balancing pass on all vehicles
AI improvements
No new ship planned at the moment, for the simple reason that we don't have a 3D artist in the team and we don't have the money to pay one.
We can't commit to any sort of timeline unfortunately.