MV - MASSIVE DEMO UPDATE: bio-Synthetica (Sci-fi Adventure)

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Started by AeroFunk80 49 posts Page 2 of 3 View original ↗
  1. Steam_Header.jpg

    The bio-Synthetica demo got its first review by a Steam curator. Wanted to share it! Shoutout to Avee on RMN for the amazing pixel art in my game! I can't thank you enough. Even the reviewer noticed your amazing work! <3

    REVIEW
    "With a scary yet fantastic atmosphere, gorgeous pixel art, and fun turn-based combat, bio-Synthetica is everything triple-A titles strive to be. Built with heart and soul. Easily an 8/10, Wishlist now!”
    8/10 – Raptor Reviews


    You can check out Raptor Reviews on Steam and Follow their curator page. He does reviews for all sorts of indie games: Raptor's Review Page


    Free Demo available on my Steam page HERE
  2. I played the demo and I loved so much the atmosphere, which was accomplished by having a really good art style and sound design. I could not even believe there was a combat in it because just walking around and interacting with stuff was making me interested in the game.
    The idea of the protagonist being a robot with a tv face, that is walking on some post apocaliptic world or something, was really interesting, because there was a lot of personality of the protagonist. His animations are really cute, and he reacts with stuff using the tv screen, or his antenna, and you can really tell what the protagonist is saying.
    The voice acting was also good, and so was the effect on the voices given each situation, like an audio file, or a ghost, etc.
    Just this opening sequence really sets the mood, and made me interested in the game.

    The combat also looks interesting. I see that each skill has real meaning to them, so I was using every single one of them depending on the situation. The row system is a good twist to the genre. It was not easy to survive, you have to make smart decisions.
    With just the first 4 enemies I encountered, each one of them were unique in their own way and they were not just stat differences, they also had mechanics unique to each one of them.
    The animation inside combat are also really nice.
    If the combat keeps like that for the entire game, I can see it will be a really good expirience.

    Gameplay loop also looks interesing. The upgrades look meaningful. I like how it looks like you keep looping back on previous areas with short cuts. It felt a bit rogue like dark souls, but I'm not too sure how to describe it yet. I say rogue like because I was constantly coming back to the "home base" and making myself stronger or unlocking new skills.

    The pacing was also good! I would slowly learn stuff, but there was also some exploration to do. Some people could say this opening is too slow, because it takes a long time to get to combat. However, I feel like it was a good opening, because it was introducing me to the exploration mechanics, which looks like they will be important through the game.
  3. @MemoriesLP if you didn't try it, each enemy has its own
    "Overkill" animation (small slime and big slime are different),
    some are immune, but its really nicely done :)
  4. I tried on one only, and I immediately realized that animation could not be replicated on other enemies lol, I enjoyed the animation. I should try the other ones!
  5. MemoriesLP said:
    I played the demo and I loved so much the atmosphere, which was accomplished by having a really good art style and sound design. I could not even believe there was a combat in it because just walking around and interacting with stuff was making me interested in the game.
    The idea of the protagonist being a robot with a tv face, that is walking on some post apocaliptic world or something, was really interesting, because there was a lot of personality of the protagonist. His animations are really cute, and he reacts with stuff using the tv screen, or his antenna, and you can really tell what the protagonist is saying.
    The voice acting was also good, and so was the effect on the voices given each situation, like an audio file, or a ghost, etc.
    Just this opening sequence really sets the mood, and made me interested in the game.

    The combat also looks interesting. I see that each skill has real meaning to them, so I was using every single one of them depending on the situation. The row system is a good twist to the genre. It was not easy to survive, you have to make smart decisions.
    With just the first 4 enemies I encountered, each one of them were unique in their own way and they were not just stat differences, they also had mechanics unique to each one of them.
    The animation inside combat are also really nice.
    If the combat keeps like that for the entire game, I can see it will be a really good expirience.

    Gameplay loop also looks interesing. The upgrades look meaningful. I like how it looks like you keep looping back on previous areas with short cuts. It felt a bit rogue like dark souls, but I'm not too sure how to describe it yet. I say rogue like because I was constantly coming back to the "home base" and making myself stronger or unlocking new skills.

    The pacing was also good! I would slowly learn stuff, but there was also some exploration to do. Some people could say this opening is too slow, because it takes a long time to get to combat. However, I feel like it was a good opening, because it was introducing me to the exploration mechanics, which looks like they will be important through the game.
    Thank you so much for the feedback on my demo! Glad to hear you enjoyed it. I was a bit worried about my opening and having too much exploration. I know many players want to jump into combat, but I think that would really ruin the setting/mood of my game. Plus the entire chase scene with The Lurker wouldn't make sense if R3-M1 already had their battle upgrade. I'm still looking at this, though... because I have received some feedback that the opening is a bit too slow for their liking. Just trying to figure out how to add combat earlier, without ruining my dark/mysterious opening haha

    I'm going to do a pretty big demo update in the coming week. Here's what I posted on my Discord and figured I'd share what you can expect for the demo (coming soon). Also... bio-Synthetica will be available during Steam's June Next Fest 2023!!!

    Upcoming Update!
    • Full controller support! This took time because I have special controls I had to get implemented to work with a controller (flashlight, behaviors, etc). Those are all implemented now.
    • NEW Communication Ring: I completely revamped this. Instead of 7 keyboard keys displaying each behavior, you will now have a "communication ring" that will populate over R3-M1 to select their option.
    • Simplified Communication Module: You will now have specific rings populate based on what type of question is being asked: "Yes" or "No" and then 4 emotions: Joy, Anger, Excitement, and Sadness (NEW).
    • Brightness Setting: You can modify the brightness, so the game is playable on all systems/monitors.
    • Audio Rebalance: I reduced the level of some music and sound effects, so they're less noisy.
    • Battle Lighting: Added lighting to the battle maps!
    • Nano-mend Bundles are now available to purchase at Sagrim's Emporium based on how many you have in your inventory. This will help lessen the grind of finding nano-mends when you're out.
    • More Quantum Crystals: You now have 3 Quantum Crystal locations around the factory for faster travel back to the lab. None of these are hidden and are easily found and accessible.
    • Additional ROBO-Unit Options: Repair & Save - This will fully repair durability, refresh Repair Cells, respawn enemies, and save | Save Only (NEW) - Save Only with no repair, respawn, or refresh of repair cells. This option will allow players to save and not have enemies respawn. You can now take a break in the middle of your dungeon runs. | Install Repair Cell - No change HOLO-bot
    • NEW Settings Menu: You can now change game brightness, modify audio, turn subtitles/tutorials on/off mid-game, and more!
    • Training Simulator: There is now a training simulator in the Laboratory instead of a battle tutorial on the first enemy. You can choose to train, repeat training, and I may add additional training down the road (picture below):

    1677618353404.png

    Also... here's a quick sneak peak at the new Communication Module and how it works:
    Twitter Post & Video

    ShadowDragon said:
    @MemoriesLP if you didn't try it, each enemy has its own
    "Overkill" animation (small slime and big slime are different),
    some are immune, but its really nicely done :)
    Love that you enjoy the Overkills! Yes, there's a unique "fatality" for each enemy (with the exception of those immune). Glad you liked it! Gotta find 'em all! hehe
  6. I did them all of what was available, except the bee's though
    if it had any.

    but I like the new communications too, but I hope the training
    enemy dont give exp ^^

    a save only is also a nice add which can help exploring further
    without the enemy respawn, but you should still be carefull and
    watch your health.

    keep up the nice work.
  7. ShadowDragon said:
    I did them all of what was available, except the bee's though
    if it had any.

    but I like the new communications too, but I hope the training
    enemy dont give exp ^^

    a save only is also a nice add which can help exploring further
    without the enemy respawn, but you should still be carefull and
    watch your health.

    keep up the nice work.
    Thank you. Yes, the insect does have an overkill, though it definitely isn't anything spectacular. One of my least favorites haha

    Really excited to do more with the updated communications. And no... training won't give any EXP. I even double checked when you said that LOL

    Oh, and I fixed the Salvage. It was an error within the code, so I got that fixed. It'll be in next update, too. Thanks for catching it!
  8. I know many players want to jump into combat, but I think that would really ruin the setting/mood of my game.
    The opening really set the mood for sure. I think it was a slow build up that was really worth it. Again, I did not even know there was combat and didn't even think it was needed at first.
    I'm not sure how the game plays out later, but the feeling I got was this mysterious and kinda lonely game. If the exploration keeps as important through the game, as it was in the opening, then I think the opening makes sense. If the game shifts to a lot of combat and gameplay loop, where exploration is not that important, then the beggining would barely represent the game.

    But just as I said, I was worried other people might find it too slow. Maybe you could make it shorter, but I liked it so much, I'm not sure what I would change.
  9. MemoriesLP said:
    The opening really set the mood for sure. I think it was a slow build up that was really worth it. Again, I did not even know there was combat and didn't even think it was needed at first.
    I'm not sure how the game plays out later, but the feeling I got was this mysterious and kinda lonely game. If the exploration keeps as important through the game, as it was in the opening, then I think the opening makes sense. If the game shifts to a lot of combat and gameplay loop, where exploration is not that important, then the beggining would barely represent the game.

    But just as I said, I was worried other people might find it too slow. Maybe you could make it shorter, but I liked it so much, I'm not sure what I would change.
    There will be combat throughout the entire game with a bit more action, but I will definitely have more exploration/non-combat scenes. I think that's a big part of the game. However, I can't imagine you'll go as long as you did in the opening later in the game. However, it won't just be action/combat constantly either.

    One of the biggest inspirations for my game, in terms of gameplay, is Last of Us. I love their combat vs. exploration/searching/crafting. I think there's a nice balance with that franchise, so I am working to keep it interesting and not do too much of one thing.
  10. I know the game "The Last of Us" part 1 and 2, and seems to be 1 fof the best story teller.
    I might buy both of them on the ps4 this year when able.

    but even if the game is a slow to built up, it makes alot of sense too, as well creepy.
    it just might happen again.

    it's also 1 of the best game I tried in a very, mostly polished game from start. ^^

    so I hope people that see this game, it SHOULD try this game out. you wont regret it.
  11. My game, bio-Synthetica, is currently participating in an Itch.io Jam called Feedback Quest and 70 other amazing indie games. Not all are RPG Maker games, but there are quite a few you can go and support (including mine) :)

    This game jam aims to bring players, indie devs, and streamers together to play, leave feedback and rate these games. So, stop by to support some RPG Maker & other indie devs! All games in the jam are FREE to play (mostly demos).

    Link leads directly to my game, but you can also get to the other games here: Feedback Quest 4
  12. While I know the game, I rate it 5 stars on all, but I definitely replay it this week
    or next and give feedback on those :)

    keep up the good work :)
  13. ShadowDragon said:
    While I know the game, I rate it 5 stars on all, but I definitely replay it this week
    or next and give feedback on those :)

    keep up the good work :)
    Oh, I'd like that. I did a LOT of updates to my demo, made it shorter, and broke it up into two modes. The update is on Itch.io, too! But if you do play, you should also rate my game and leave feedback on the Itch Jam. It's over in about 3 days :p Itch Jam Submission
  14. I did rate it there and download it there, but 3 days might be to short to give feedback.
    and while there is 2 modes, I cannot give feedback how those goes.

    but I hope you hit the top 10 as I know it is a really good demo and polished, but curious
    what is changed and what is shorter/removed from it.

    so I give feedback here, as I might have time next week.
  15. ShadowDragon said:
    I did rate it there and download it there, but 3 days might be to short to give feedback.
    and while there is 2 modes, I cannot give feedback how those goes.

    but I hope you hit the top 10 as I know it is a really good demo and polished, but curious
    what is changed and what is shorter/removed from it.

    so I give feedback here, as I might have time next week.
    Thanks! Of course.

    I basically broke it up into two modes: Exploration & Combat

    Exploration mode ends after The Lurker chase, plus I locked some doors and cut out the safes (from demo only) so people don't wander around too much. People weren't playing my entire demo cause it was too long LOL

    Combat mode is only a couple rooms with some enemies and a mini-boss at the end (Armored Brute). Everything else you played in the original demo will still be in the full game, though.

    I also added full controller support with all button mapped out, a settings menu to control brightness, audio, subtitles, tutorials, etc. Plus a few other features to help quality of play and make some areas less confusing to figure out.
  16. My game is currently on Steam's Next Fest from 6/19 thru 6/26! I've been very happy with the first two days and have my two live broadcasts scheduled on Steam this Thursday, 6/22 & Sunday, 6/25, at 11 pm EST. I'll be streaming with my friend (social media manager, composer, voice actor, and biggest supporter) as we discuss my game, joke around, and answer questions. Feel free to stop in to say hi, chat and hang out!

    CLICK THE IMAGE BELOW TO SET A REMINDER & ADD THE EVENT TO YOUR CALENDAR:
    1687344703264.png
  17. I've added a new timing-based counter system to make combat more interesting. Now, when an enemy attacks R3-M1, and he evades, a prompt will appear. If the player times it correctly, you'll immediately attack, doing additional damage.

    This has not been added to my demo yet. It will be in a future update.

  18. Seems great so far. Really atmospheric.
  19. JeuneDanielSoleil said:
    Seems great so far. Really atmospheric.
    Thank you! I have a demo available on Steam if interested.
  20. MONTHLY UPDATE: JULY, 2023

    I'm excited to post a pretty big update this month. So, let's not waste anytime and get to the features and updates below:

    Indie Detective Video Feature

    bio-Synthetica was featured on the YouTube channel Indie Detective as "10 Indie Game Demos You Missed - Steam Next Fest 2023." You can catch the full video below (1:25):

    YouTube Video


    Evasion Counter System

    A new feature will be added to combat with the next demo update. Whenever R3-M1 evades an enemy's attack, a small slider mini-game will populate under you. If you hit the target quickly, you'll perform a counterattack and deal some additional damage to that monster!

    1689983016981.png
    Corrosion Build-up

    In the current demo, Corrosion is a state that applies, and stacks, as a result of specific attacks. There are currently three levels of corrosion that do damage over time based on the level applied. This got irritating to manage and heal during combat. As a way to reduce the frustration, a new system will be implemented that will slowly build up with each corrosive attack or when R3-M1 performs a melee ability on dark bile enemies.

    1689983808023.png

    When the bar to the left fills up completely, R3-M1 will be inflicted with Corrosion Lvl 1. The bar then resets; if filled again, Corrosion Lvl 2 will apply. This will help players manage this debilitating state, giving them more strategy around avoiding it. Certain items will reduce build-up and remove the state altogether.

    New Enemy & Battle Introduced Sooner

    The biggest complaint I've received is how long it takes to reach combat. The beginning has a slow burn and takes a bit to build up, confusing many players about which type of game this is. Since bio-Synthetica is an adventure game and will feature a lot of combat, I wanted to find a way to introduce it sooner. Since you won't meet The Lurker and his minions until later, you will encounter the horrifying "Bile Rats" early on.

    1689984285249.png

    These dead rats have been infested and reanimated by the dark, mysterious bile that's been found around The Dilapidated Factory. They're weak and can be easily killed but possess a horrible attack that causes Corrosion build-up. Best to take them out as quickly as possible.

    Mod System

    In an attempt to enhance the player's experience of controlling a robot that can learn/upgrade its abilities, I'm adding a new mechanic that lets you equip three types of mods: Utility, Defensive, & Particle Gun. R3-M1 will receive various perks, benefits, and additional abilities when you find and install these mods. More details to come on this new system, including screenshots & videos. This will eventually be added to the demo with several mods to discover and install.

    * * * * * * * * * *
    I hope you enjoyed the update. Remember that the four new features above are not in the current demo. They are being implemented and will be featured in a demo update soon. Feel free to "watch" this post, wishlist my game on Steam, and follow to be informed once this update goes live. You can also join my socials located under my signature below. I'm very active with my community and willing to listen, adapt and implement popular feedback into my game. You can get involved in helping to develop bio-Synthetica, so comment, play, and leave feedback anytime!