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Incline X Caeli - a Puzzle/Arcade/Visual Novel Amalgam - Early Access Launched

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Edit: ignore the old stuff, lol.

New trailer:


Some gameplay:


Our store page.

(I'd love to be on GOG but I think they'll take us only if we're moderately successful on steam).






Suddenly and surprisingly, we have a Greenlight page and a public demo available. Go there, vote for us and check out the demo - sure, the game looks not exactly codexian, but I dunno, my LPs should tell a lot about whether my RPG tastes are monocled or not and, well, I've designed it and I kinda enjoy playing it. I guess time and public feedback will tell.

And here's our trailer if you feel too lazy to go there:

 
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Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Just some various sketches we've made (well, not we, duh, but our artist) while designing the enemies:

ship00.jpg


There were even more versions of colouring here, but she's way too meticulous about cleaning up all that work in progress stuff as soon as it gets rejected so it's probably all gone now.

BTW, since we're the space invaders clone (sorta), we've decided to make our enemies more or less monotonous so they'll all use roughly the same design (at times - really roughly) with main distinction being different kinds of wings and tails. Obviously, as we're also the roguelike, the wings & tails will lead to different stats & weapons for the enemies and the whole clusters of them will get semi-randomly assembled at the beginning of each level. Here are some of the variations:

Ship02jpg.jpg


Ship011.jpg
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
But I think ships look too alike.

That's by the design. The enemies are pretty much a mindless dronefleet (or so it seems) coming out of a singular source so it kinda makes sence that they're built on the same chassis with somewhat different upgrades. Theoretically, they have different enough shapes to provide decent WYSIWYG (like, so you can understand where is where without thinking too much about it), but that's all the diversity they really need (at least by the game's flavor - we'll see how the players will react to this).
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
And so we've implemented all enemy's weapons & designs. I'll make a video this weekend, but for the moment I can post a screenshot:

caelum09082014.jpg
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
And here's the video itself, all about enemies and their guns. And also somewhat about the point of the game, I guess.

 
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Punished JCD
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Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Bubbles In Memoria
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Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
In a month, probably. We've lost a month of development due to IRL issues - our lead programmer buying a car and then getting into a crash instantly (no danger to his health, but the legal aftermath was hell - despite being the victim, he had to spend a boatload of time solving the various legal issues and he's still fighting with the insurance agents) and the pile up of various minor stuff. Can't wait to make a new video, tbh, this time a short one with some of the actual music form the game - I must say that, despite not being professional, our composer did a great job on this.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
as lead programmer for an indie title i would have thought hed be a dyed-in-the-wool public transport boffin

too much blow not enough hookers

Actually, our programmer is a pretty buffed up guy (90 kilos and most of those are muscle) who is constantly pestered by skanks and also leads a reign of oppression & terror at his day job - even his boss can't do much about him. He's definitely not your typical indie developer.


In other news... Well, there's nothing new to show yet (there is, actually - we've almost finished our traits), but we're planning to go greenlight somewhere in the early-to-mid december so we'll be able to put out a demo rather soon. So what's the point, I guess? I'm having lots of fun working on a texty parts of the game, btw. Well, some (like the in-game wiki) are not that fun and some are rather tricky (like selecting good names for the in-game equipment - all those are mystical relics so we can't really go with the typical mazerphaser routine here) but the post-combat replies to different enemy clusters is what I enjoy the most. To put an example here:

Divine Shadows:

Attack: 1-3
Defense: 5
Speed: 1-2
Weaponry: 2 to 5 types of guns, selected randomly and evenly spread in the cluster
Armoury: 25% Regenerator, rest by default

Win 1: Indeed, nothing but pale shadows of true divinity.

Win 2: I am the shadow of shadows, and your little darkness shines as an afternoon sun's glow in my abyssal grasp. Prepare to be consumed.

Win 3: Ha! Maybe if you were a killer insect the size of a planet, you would've accomplished something. Something like putting a dent on my ship before I squished the life out of you!

Lose 1: Once I am done here, I'll find whoever cast these shadows and smack them onto the ground until they lie at my feet, broken. Nothing undermines me.

Lose 2: Were you not supposed to ask me what do I want, at least? Oh, wait, you're not that kind of shadows.

(yeah, we're totally sporting a villain protagonist here, btw - the game won't be story-heavy, but it happens in a setting that I plan to expand somewhat; I'll probably describe it on this week as now I'm too sleepy to do it properly).
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
So I've said that there won't be any updates before greenlight but, well, my teammate asked me to make one so I did:




And, of course, about the setting of the game (actually, I'm planning to use it for, at the very least, a couple of our games if we survive until that point). Agonyverse. The star god have awakened and, well, that's kinda generic but we have a couple of twists. First, the star gods are not really malevolent or uncaring - their driving force is hedonism. A rather enlightened one, less about physical pleasures and more about sensual & intellectual ones. They come from the other dimension (with vastly different rules of existence - it's the difference in the rules that makes them gods here) and they actually care for humanity. Well, as much as a child cares about its toys. A very capricious child that has many, many toys.

So they come here periodically (once they regain their interest in our universe and until they get bored - they're very moody so the timeframe here may vary wildly, there might be billions of years in-between and, of course, our universe was already made/unmade by them a couple of times and many races were planted then weeded out, the humanity is just the current one) and, basically, play around. That doesn't necessarily mean bad news for the galaxy's inhabitants - that depends of the theme of the play. If that's galactic war, then yeah, that's pretty bad. But there were periods where it was all about prosperity, culture or exploration and those were, of course, golden eras of civilizations. The star gods are still evil, but it's more about their pure egoism than being obsessed with the evil acts. Now, however, the theme is not exactly pleasant news for the mortals - it's to reshape the entire galaxy by the "I have no mouth and I must scream" scenario. In different shapes and colors, of course, and with much bigger amount of actors, but it's just about creating as much terror, torture, suffering, anguish and so forth as possible. But not the humanity's extermination - no, they want it to live through it all and feel as much as possible.

There are some bright spots, of course - there are many gods and, while they have their own rules and it is considered really impolite to go against the theme of the play (that's why Caelum was killed in one of the past ones, to tell it shortly), there still are some dissidents and, of course, there are old grudges so there is some hope via that. But then, the gods are fickle, of course, so while one may save a planet or two simply to spite the other, that doesn't matter it won't start torturing them once they're outside of that god's area of influence.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Working on a game balance atm and I must say that I'm rather pleased with its design, lol. Some things, of course, could've been done better & accentuated more, but it's quite fine for a sophomore effort. One thing I'll focus more in the next project (either DLC or just the next game, depending on how the Caelum will be received – I have no illusions and I doubt it'll sell that well, but we're fine even with mediocre sales; mediocre is still better than none, y'know) is tough choices for the player.


Let me provide you an example. There's a Power (weapon) in the game that is called Communion (I've decided to make the names of the weapons & equipment totally religious – we're playing as a god, after all). In the primary mode, it fires with small projectiles which damage is mostly based on the Structure (i.e. hit points) of a player's ship. It's the only weapon with such mechanic – I've tried to make each Power more or less unique. So it's a weapon of choice for the tanky ships and here's where the first choice branch appears – structure points are provided by either Pride or Transcendence stats. Pride adds both structure & damage so it's pretty straightforward. Transcendence, on the other hand, adds structure & energy pool size and, what's more important, it is used to define the gains from three of the game's Acts (traits). So whereas the Pride is brutish, the Transcendence allows for a more tactical approach – all of our acts are pretty good and useful (my design goal was to make that we have zero useless stuff in the game).


But that's only the half of it. The Communion's secondary fire mode shoots a debuffing projectile at your foes. It slows down their attack a bit (good) but, what's most importantly, whenever a primary mode projectile hits and enemy under such debuff, it hits all enemies under such debuff. For the same damage so it's pretty good. Obviously, such debuff does not last forever. But, by boosting the Acumen stat (it gives energy recharge + armor), you can prolong its duration. And here's the next choice – do you prioritize the previous stats or do you focus on the Acumen so you can perform bigger and better chain combos? Also, Acumen supports two wholly different traits.


And so, depending on your choice of the stat to focus, using this power will lead to three somewhat different builds. Or is a hybrid a better choice here? Or maybe you should just focus on the primary mode while ignoring the secondary goodness? That's the point of my design here, you see. Now all that is left is to balance the thing accordingly so there isn't an obvious choice (which is something that I'm doing atm).
 

zwanzig_zwoelf

Guest
Goddamnit, Pope Amole, I didn't think that you are a goddamn russkie. Now is my perfect chance to practice my Russian a little bit.
I would be glad to help out with audio and some feedback on graphics/gameplay, since space is my cup of tea.

For now, the only issue is overall graphical design (looks like a fucking flash game). Kinda reminds me of games that I have to work on day by day (the company I work for develops social games, and I hate these games with passion). Plus, it looks like a 'first game', which isn't too bad if it is your first game, but godawful when it's not. What I mean by that is: team members still don't get along well, not everyone is doing their best, no one cares about the quality of the game, 'just release it and we're done'.

Tell your artist to put more effort, because the current result is hurting my eyes.

That's all.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Well, it's not like I ever hid my nationality. It's just that I don't mention it that often, but then, it's a forum about rpgs & stuff so there isn't much opportunities for that, no? Especially with the russian RPG-gamedev being dead as a canned fish.

As for telling the artist to put more effort - can't quite do that. The graphics were done by my ex and, well, that should pretty much say it all. And even if we stayed together, she was kinda strange and noncooperative even while she worked with us so, while she can work much better, that's as much fucks as she gave. Dunno what to do with that crap, tbh. I guess I'll look at the feedback and, if we'll gather enough negative one, I'l try to look for an artist to change the ships at least (my friend & sole companion is against it so it's not gonna be easy, but it probably needs to be done).

And team members get along pretty well, the whole two of them. Well, more like two and a half - we have two core members atm + a composer. And yeah, it's definitely a first game for us.
 

zwanzig_zwoelf

Guest
I might ask around my circles, I've heard that some of our team members got fired for whatever reason. If they'll agree to give you a hand for free and manage to satisfy you with their work - this might be a start of a long cooperation. Though I don't have a clue how well you'll get along, since there are about 150 miles between our cities. But working outside the office and visiting it once in a while worked fine for me (but that's me), so all that remains is to ask around and get their opinion on the matter at hand.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Well, it's not like we're asking for help - when it comes to the coding & stuff, about 75% of work is done and we're totally planning to release in spring (would've released already if we hadn't got such a shitty autumn). Besides, with the economical situation in Kiev as it is now (you're from there, right?), I doubt there will be many people willing to do anything for free.
 

zwanzig_zwoelf

Guest
Well, it's not like we're asking for help - when it comes to the coding & stuff, about 75% of work is done and we're totally planning to release in spring (would've released already if we hadn't got such a shitty autumn). Besides, with the economical situation in Kiev as it is now (you're from there, right?), I doubt there will be many people willing to do anything for free.
Nah, I reside in Dnepropetrovsk. While my financial situation is far from perfect too, I am ready to give a hand in case I'm needed.
Just on specific terms: no strict deadlines, there must be a playable version of the game, also I'm keeping all rights to release my stuff for sale.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
Well, Caelum's OST is almost complete (the guy polishes the final 2 tracks atm) so there isn't much to do there, but since he's not that eager to repeat the effort on the next project (whatever it may be - he just found that, well, making OSTs is a bit too much of a burden for him; did a fine job, though) I guess we'll have to look for someone else so we'll see. Got any examples of your work online, btw?
 

zwanzig_zwoelf

Guest
Well, Caelum's OST is almost complete (the guy polishes the final 2 tracks atm) so there isn't much to do there, but since he's not that eager to repeat the effort on the next project (whatever it may be - he just found that, well, making OSTs is a bit too much of a burden for him; did a fine job, though) I guess we'll have to look for someone else so we'll see. Got any examples of your work online, btw?
I think I have some of my work uploaded somewhere. The only issue is that my GPU crashed and burned not solong ago, and I should've bought the replacement last year, when prices were still bearable, so I can't show you some of my best stuff (and I'm too lazy to connect my hard drive to my wife's PC). I'll PM you some of the examples once I find them. Keep in mind that most of the stuff that I've uploaded is either old tracks or sketches.

I'd also like to learn more about your next project over PM.
 
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Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
How do you make graphical effects (missile afterburners, force field etc)?

The joys of unity asset store. Of course, we're not using bought assets as is, we heavily modify them (well, not exactly we - my friend does all of this), often combining several asset effects to make just one. Still, that's a great time-saver.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
So I've implemented an actual game balance yesterday (before that there was no challenge in the game, just a set of features) and done some thorough testing today. You know, I was never too sure if a game designer is supposed to feel fun while tinkering with his own gamy, but, boy, it was fun! Yeah, the game is somewhat bugged at this point so not all options were working as intended and there were a couple of strange surprises (nothing that can't be fixed, though) and the difficulty turned out to be very hard (took me about 2 hours of tinkering to finally invent the combination good enough to kill a couple of enemy waves and those were pretty lucky waves), but that's what I'll probably aim for. We don't look pretty enough to appeal to the casual eye so let's go for that hardcore audience. Of course, maybe 2 hours to win one level is a bit too much, but now I know the direction I'm going at.
 

Pope Amole II

Nerd Commando Game Studios
Developer
Joined
Mar 1, 2012
Messages
2,052
And so we're planning the steam greenlight release somewhere in the third decade of January (that means 2-3 weeks from now on). With public demo, of course - it's gonna be an alpha build without many features (sound or music, for example), but the gameplay will be mostly there. Not as balanced or as polished as it's gonna be in the final version, but I dunno. I'm not the best person to tell, but I've found it rather fun to scour all the building possibilities from the current game iteration. Like, just yesterday I thought that the Poise stat was rather crappy, but today and idea sparked through my mind and I've done a rather decent build based on it. Maybe not as strong as the other stuff in the game, but still, you know, workable. Which is the reason why we're doing this demo release - it looks like our game is rather fun already (at least for the specific audience we're aimed at) so why not go for a public demo?
 

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