Frontier of the Stricken

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Post » Thu Jul 20, 2017 2:03 am

I'm the creator of Winder Tower and Temple of Ruin . I've been working on something that ultimately will look and feel like an evolution of concepts that ground my previous games. In addition, this will have a hand-built map instead of rogue-like.

"Frontier of the Stricken" is the tentative title of my work-in-progress game. You can play with it in the Scirra Arcade:

Current features include:
Animated 8-directions for walking and attacking of player and some foes
Foes that see you will chase you (a little buggy atm)
Random start location
When you die, you respawn at last spawn point, and you need to find your grave to recover your gems (yeah, like a Souls game)
Random types of foes will respawn
Attacks and spells consume stamina, which comes back if you cool your jets for a bit you hyper puppy
Two negative statuses can afflict the player
Open treasures, and carry keys to their proper doors to open them
Treasures and foe dirt-naps produce random loot
Vendor menu (it's armm1998's orange book for now) with some graphic indicators/feedback -- plus using the vendor doesn't pause the game, so keep an eye on your six you shop-a-holic
I haven't put any noise in it yet

Future possibilities:
Ability to pause and save
Player behavior affects world state and endings
More types of spells, foes, doors, statuses, items, and interactive objects
Map navigation aid(s)
Touch screen joystick and buttons
General improvements (foe AI, combat hits, better art, any sound)

Name-drops: From Software, System Shock 2, Dishonored, Pathologic

New build live in the Arcade! Things have changed:
- Magic changes: now 3 spells: harm spell is now spread-shot-only, teleport many improvements, added shockwave (it's like Emit Force in Dark Souls 2)
- Level rebuilt with smaller tiles
- 2 endings
- New "enemy"
- Some graphic tweaks and number balance changes
Last edited by jhmwkg on Fri Aug 18, 2017 3:28 am, edited 2 times in total.
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Post » Thu Jul 20, 2017 7:03 am

I like it! It was fun to be chased around by the little red guys. It's kind of weird that you have to stand still next to them for at least a second before they can actually hurt you though. Makes them a bit too easy to avoid??

Coming soon on Steam!
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Post » Thu Jul 20, 2017 1:50 pm

Hi Mike, glad you liked it. Tweaking AI and hitboxes is on my list, thanks.
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Post » Thu Jul 20, 2017 9:11 pm

I like what you're doing here!
Hope you'll be investing some more love in the side aswell. Orientation is really hard and a bit of scenery would introduce some exploratory quality to the maze liek structure, eventhough I fully understand why you would try to cut the graphics part short.
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Post » Thu Jul 20, 2017 10:11 pm

Hi facecrime,
Improving graphics overall is on my list. I may put in some UI navigation aids (like the compasses in Temple of Ruin). I'm also thinking of putting in some one-of-a-kind decorative graphic bits (like busted statues) to serve as lo-tech visual waypoints.

I'm glad you're having a good time with it!
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