MV - MARGO - On the Brink [DEMO LIVE!]

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Started by SomaelCK 93 posts Page 3 of 5 View original ↗
  1. Some new screenshots!

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  2. Planning to adding puzzle stages where Protagonist transform into different animals like cats to gain different ability like crawling into small spaces, walk on the beam etc.

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  3. Did some re-editing on the trailer. Previous trailer has this audio bug that made pop and crack sounds. This is now fixed and added some new scenes and tighter cuts. Please have a look!

  4. New NPC! A monitor screen with crippling social anxiety disorder :kaoswt:

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  5. Gacha-like card pack opening!

  6. Writing dialogue for this new NPC is fun! Almost feel like a self-insert.

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  7. Just adding one frame animation can make the character more expressive.
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  8. It looks cute, I'm sure it'll be fun as well to play. I'll be following it.

    Make a support banner for advertisement in signatures. Thanks.
  9. Add the Data-log entry system. Find them in game to learn more about the origin of the fragmented sundered world of the Brink.

    Do you think the BG is a tad too harsh for the eyes?
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  10. SomaelCK said:
    Add the Data-log entry system. Find them in game to learn more about the origin of the fragmented sundered world of the Brink.

    Do you think the BG is a tad too harsh for the eyes?
    NviYcWb.png

    It's the very bright gradients that mess this up for me. I would probably desaturate this by quite a bit, along with using a darker color.
  11. RCXGaming said:
    It's the very bright gradients that mess this up for me. I would probably desaturate this by quite a bit, along with using a darker color.
    Thanks for the feedback. Just as I thought lol.
  12. Fixed the Datalog so it won't try to blind you now!

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  13. The milky room where things go back to grey. One step closer to Coherency.
    Felt like the map is missing something tho. Going to make improvement later.
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  14. Hi, I have some substantial updates for MARGO's gameplay!

    Update for battle system

    Enemies will have unique animations which you can use to determine what they are going to do. Reading the "tells" from the enemies will be crucial deciding factor between victory and defeat.

    Smart Enemy AI [WIP]

    Instead of attacking randomly, some enemies in MARGO will have "smart" AI that will try find the most effective solution to destroy the player. For example, you are low on heath and have a healing card in your hand, then enemy with "healing jammer" ability will try to nullify the healing or even try to corrupt the healing into DMG in later dungeons.

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    Mods -

    Jl6aTBE.pngtIo1LrF.pngLo7pqvy.png... So on
    Mods are the another crucial element player will need to make use in order to successfully complete a dungeon. In early game, they will be very basic buff, like adding +1 to healing or DMG etc but late game mods will have powerful unique buff and some debuff to balance the game.

    They can't be swapped out or deleted once you pick them up. The only way to get rid of them is to die in the dungeon, which will wipe everything in roguelite fashion or find a mod removal machine in dungeon which will remove ALL of the attached mods for a fee.

    Thanks for reading and have a nice day! Cheers!
  15. SomaelCK said:
    Hi, I have some substantial updates for MARGO's gameplay!

    Update for battle system

    Enemies will have unique animations which you can use to determine what they are going to do. Reading the "tells" from the enemies will be crucial deciding factor between victory and defeat.

    Very nice idea. It's always good to know how enemies will attack. :)

    SomaelCK said:
    Smart Enemy AI [WIP]

    Instead of attacking randomly, some enemies in MARGO will have "smart" AI that will try find the most effective solution to destroy the player. For example, you are low on heath and have a healing card in your hand, then enemy with "healing jammer" ability will try to nullify the healing or even try to corrupt the healing into DMG in later dungeons.

    Mat14NI.gif

    That's... pretty diabolical. I'd love more games to incorporate this kind of AI so it trips up players who rely on a specific playstyle.

    SomaelCK said:
    Mods -

    Jl6aTBE.pngtIo1LrF.pngLo7pqvy.png... So on
    Mods are the another crucial element player will need to make use in order to successfully complete a dungeon. In early game, they will be very basic buff, like adding +1 to healing or DMG etc but late game mods will have powerful unique buff and some debuff to balance the game.

    They can't be swapped out or deleted once you pick them up. The only way to get rid of them is to die in the dungeon, which will wipe everything in roguelite fashion or find a mod removal machine in dungeon which will remove ALL of the attached mods for a fee.

    Thanks for reading and have a nice day! Cheers!

    Are you at least told about the disadvantages before choosing them?
  16. RCXGaming said:
    Are you at least told about the disadvantages before choosing them?
    Yes of course, you can view the buff and debuff of each mods before picking them up.
  17. Long time no post, but I'm back (again)! I had migrated into a new country so the project was delayed. Had to leave everything behind... Just recently bought a PC so I could continue work on MARGO.

    Be seeing y'all!

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  18. Hi sweetie! :kaoluv: Happy to hear that MARGO still kickin'! Where are you at, overall?
  19. alice_gristle said:
    Hi sweetie! :kaoluv: Happy to hear that MARGO still kickin'! Where are you at, overall?

    Sorry for late reply!

    The story hasn't progressed much. I'm currently focusing on battle system. Once it's done, I think the overall progress will be faster as that's the hardest part.
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    New enemy to annoy the player