MV - Abyss of Oblivion (IGMC 2018)

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Started by hadecynn 3 posts View original ↗
  1. From the creator of Monstruct! (2017 IGMC 5th Place)
    and Animations Archive | Collection



    A rogue-lite / turn-based hybrid RPG
    Available on Itch.io


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    Accompany Evelyn and Oria as the girl and fairy duo journeys into the Abyss in hopes of breaking a heart-wrenching curse.

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    evelyn.png
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    • Explore the mysterious Abyss and attune to the powers and experiences of heroes from ages past.
    • Experience the sophisticated yet intuitive turn-based battle system as you create weaknesses in foes and exploit them.
    • Discover new abilities and devise new build combinations with every expedition.
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    Available on Itch.io

    Feedback and comments are more than welcome!​
  2. Hey there! Just finished the game and I have to say I was highly impressed by it! I really like how everything gels together for battles and I'm engrossed in where the story is going. A highlight that I really enjoyed was how each attack would be less effective which incentives you to constantly use skills rather then spam attack or just the one good skill you find. And I really like what you did with the Blind state, that was a genius move on your part and really had me in a panic when it first happened. The battle system really shines with the first boss and all the mechanics come together. It took me three tries, all failures on my part, but I was finally able to take her down.

    There wasn't much to flesh out the characters and story, but of course it's a demo so I won't hold that against you and there was enough to get an grasp on the characters and enough mystery to get you asking what happens next. I hope you keep working on it and we get to see more! I'd give this two thumbs up!
  3. Hi there! I played through the first floors all the way to the first boss, and I wanted to share my thoughts!

    WHAT I ENJOYED:
    Spoiler
    - The battle mechanics. It seems a bit basic to start off with, but what I really enjoy is that you have a great gameplay loop with really solid mechanics. Everything makes a lot of sense, and is incredibly intuitive. I especially like the Save the Spire-esque telegraphing of the next move. It allowed me to feel very smart when tackling Revenants and especially the boss.
    - The story. Even though the player is in the dark for maybe a bit too long a time at the beginning, both in relation to the characters and the world at large, I can assume this is a byproduct of the demo nature of it. And when given the story, oh man, I LOVE this concept. Perfect mystery, and problem that the player can really get behind.
    - The polish. See, I have less to say generally about this game because it just fits together so well. Nothing seemed extraneous or out of place, everything was really nicely balanced, and I felt myself no longer taking notes because I just wanted to play the game! So well done on the immersion and making the player feel comfortable and in control.

    WHAT I DIDN'T:
    Spoiler
    - The dungeons. Don't get me wrong, I love the stuff you put in there. The traps, the Revenants, everything - nothing inside the dungeons were poor additions. But because of the nature of your game, you run into the big problem of everything looking very samey, which would be a shame, because you have a great story and the battles are really really fun. But corridors being a tile wide, enemies walking randomly in square rooms... I know this is a failing of the plugin, having used it myself in the past, but should you continue on with this project, the first thing I think you should focus on is trying to find ways to game the system and not have what are essentially the same floors. From something as simple as different tints and putting some tree events in there, to even enlisting the help of a coder to tweak the plugin so rooms can vary in shapes aside from squares and widening the corridors. Yeah, it's just the product of it being a month-long prototype and there not being many options for in-engine generators (though there is a Spelunky-style one for RMVXA that I WISH someone had the time/knowledge to translate). Just something to keep in mind moving forward.


    TL;DR:
    Spoiler
    A really fun rogue-like with a fun gameplay loop and an intriguing mystery to get you excited to explore. The dungeons you do explore could do with some variety, however, especially as you're asking for a looping, tower-dungeon gameplay style.

    Thank you for showing off your game, hadecyn! You've made a incredibly fun game with a lot of potential. Best of luck in IGMC2018!

    - Caleb

    PS: I started playing the Adventure mode in Smash Bros Ultimate a few days after I played your game, and in a funny coincidence, they ended up using a very similar rock-paper-scissors + neutral style to their battles as you did (complete with triangle)! Not anywhere close in terms of gameplay and implementation, so no need to worry there, but I thought that pretty funny.