Marrow: 2D, Horror Themed Action-Adventure

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Post » Fri Sep 30, 2016 8:12 am

Looks amazing and disturbing: I love this atmosphere.
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Post » Sat Oct 01, 2016 4:16 pm

Gah, can't get over the monster design, it's amazing! I really love the atmosphere in this game. Great work so far :)
I like giving game advice more than I actually like making games ;)

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Post » Mon Dec 05, 2016 4:21 am

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"...it was as if a fleshy maelstrom had passed through the region. Gone were the rocks, the trees, the grass, replaced with this hulking mass of veins and polyps, even bones. The tower, once a prison for those inflicted with the red sickness, was crumpled, kept up only by the entanglements of the cancerous growths surrounding it. The members of the envoy attempted to ignore the horrific implications the shapes and smells of the malignance would suggest, that this maze of fleshy caves bore a haunting resemblance to the internals of the human body, but soon they were overwhelmed with terror and began to flee, no longer concerned with confronting the lost Seer. Members of the envoy would later speak of catching glimpses of senseless forms inside the caves. Large masses of grey bulbs, half visible, floating perfectly still, suspended by nothing, with the grotesque suggestion of a face staring back at them."

The Gloom inhabits an area in the world of Marrow quite different from the earlier portions of the game. For one, it is an entirely optional, though very important if one is looking to see the real ending to the game. It is also an area mostly bereft of more common, defeatable enemies. Instead Malignance is an area mostly about avoidance.

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The Gloom are harmless in their initial state, but once you cross paths with one of their "dreams" The whole of the region begins to pulsate and the creatures will be on you very quickly. The Gloom are one of the hardest hitting enemies in the game, dealing some of the highest amount of damage, things can go south very fast.

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Inert Gloom
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Emissary

The Gloom heed to no obstacles and can pass right through walls. They can't be harmed, pushed away or beaten, however, they can be rendered inert. Leaving the immediate area will reset them, but if an exit isn't nearby, search for the Emissary, an alien like creature who helps you enter the area. The Emissary will appear in certain spots around the room once the Gloom have been activated. Once found the Emissary will put the Gloom back to sleep and reset the area.

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The Gloom only appear in Malignance, they are tailored for that area. Each new area in the game is designed to throw new things at you; enemies, mechanics, systems, puzzles. instead of a set of simple and organized routines. The simple formula of -->Area-->Temple-->Boss--> Repeat Ect. or variations of the sort seen in many other games is done away with in pursuit of making every new area a new experience which resets the players knowledge.

Marrow OST - Lurking Echoes

https://www.youtube.com/watch?v=twnqQIb-qs8

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Patriarch

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Post » Mon Dec 12, 2016 2:31 am

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"Accursed, detestable Frederic! Fierce, brilliant Frederic. What would they say of me now? Mournful Frederic? Poor Frederic? Dead Frederic. Tucked motionless and alone inside this chamber, the walls adorned with the faceless cousins and brothers and sisters whose names I can't be bothered to recall. I can feel my life slipping, I can see my body; broken, crusty, disfigured. This death feels like a birth, the fading memories give way to wondrous truths, horrible truths. Even in death the search for the great truths eludes me. Truth is all we have, the pursuit of it, the most noble of deeds. I sought truth, lifted the rocks others were fearful to, and revealed the scope of our ignorance. I plunged the dagger into the very earth and fed on its blood. Let the Stuland name be forgotten, let all my kin be buried here with me, their Patriarch, and let this foul truth remain elusive to all the poor souls above. Curse the truth!"

The Stuland Patriarch is the very first boss in the game. A man who sold both his life and sanity to study and experiment with the substance flowing beneath his Manor, Marrow, as he and his kin would come to call it.

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The Patriarch is a spectral entity, a spirit. His actual body can be found inside the Master bedroom of the Manor, a long room at the far side of the house which contains a group of invisible monsters as well as one of the fireplaces. The Patriarch can be heard speaking to the player in other rooms inside the Manor and even attempts to attack you after you have claimed the rapier using his spike-like limbs which stab out from the floor and ceiling, assuming the boss is still alive.

The Boss himself has various attacks, and like a few of the bosses in the game he has a 2nd tier. The most noticeable change is that he transmogrifies into an even more misshapen, less human version of his previous form.

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The Patriarch's attacks include a quartet of limb like blades which line each of the walls, ceiling and floor of the room which will randomly stab outward with the only signal to the player being a short burst of dust from the spot the blades come out of. The Boss can also scream and cause all blades to shoot out at once.

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The boss can only be afflicted with damage while his third eye is visible, his eye is also the source of his most deadly attack, a ball of energy which shoots out from the eye, and will bounce off the walls. The attack is relatively slow during the Patriarch's first form but speeds up greatly in the second phase. The attack can be stopped if struck with a weapon, however careful timing is required because the energy will linger for a split second and can damage you even after it is struck. In addition, the Patriarch can also shake the room and cause debris to fall from the ceiling.

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Getting to the Boss from the beginning of the Manor is relatively straight forward and doesn't require you to explore much of the rest of the Manor at all, however a rather deadly energy field stands between the player and the Boss room. There is a way to destroy the field, however it is possible, depending on your current maximum health, to force your way through the field and fight the Boss with the field still active, though you'll need to beat the Boss without taking any damage in order to survive because the energy field does hefty damage to the player, and the trek to find a save point after the fight will be arduous.

Marrow OST - Ascension

https://youtu.be/xUXhmUuB3IM

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Witness

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Post » Wed Dec 21, 2016 2:42 am

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"The most peculiar of the delegation, the Octave, shrouded in hooded cloaks, skulking about in a crudely inhuman manner, adorned with masks depicting some vaguely lizardly face. Terrifying creatures, easily mistaken for the otherworldly things beneath the Manor, but still normal enough to remind the eye of their human past. They will frighten the children, the women, but it is worth it, to have audience with this most magnificent guest. The Octave, these witnesses of the deeper truths. Beneath the cloaks and masks I've glanced the most gaudy and pitiful of forms, yellow, skeletal things; armless, with a plunging endless hole where instead should be a face."

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The Witness is one of the more common enemies in the game, though it only appears in a couple of areas. It is an emaciated human form, without arms, with pikes instead of legs, and a faceless head. Its Idle movements are erratic but the Witness only has one way to move, and that's leaping. Presumably it can't walk due to the bizarre shape of its legs, its arms likely removed to prevent it from falling over.

Like quite a few enemies in Marrow the Witness can only be damaged by attacking a specific spot on its body. Striking or shooting the legs or head won't do anything, instead the Witness must be bisected by hitting it in the abdomen.

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Another wildcard factor with a number of enemies in the game, including the Witness, is their behaviour. Some of the Witness enemies will act differently than others. Some will bounce randomly around a room, while others might lie dormant until you approach and than retreat backward until you are close enough for them to strike, leaping forward and catching you off balance. Variable health is also a trait shared among a number of enemies in the game.

Certain types of enemies may buckle under a couple of hits but enemy health is individual based, not type based, so enemies of the same type both later on in the game and even mingling with their weaker kin may have an unexpectedly higher pool of health.

Marrow OST - Back Through Shadows

https://www.youtube.com/watch?v=wfE2Byz ... e=youtu.be

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Migrant

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Post » Fri Dec 30, 2016 2:42 am

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"It has been weeks now... or is it months past since that bulbous, beautiful sphere had been cracked, and that low, maddening hum still wafts out from the walls and hollow ground beneath. My workers, the simple but observant men from Windheim could sense a presence, a mind, inside that darkened and dormant orb found beneath the Manor. Something was hiding inside, like a turtle flees to the inside of its shell. After it was cracked, but before it could be shattered, a face emerged, or so I was told. I did not see it, I seem rarely so lucky to witness such things, but others have said the face seemed to mimic the face of a man. The others surmise it was pleading to us, pleading for its life, I read it differently. I believe it was a warning to its kin below of the form of its captors. That is why it needed to be shattered, and soon we will have what's needed to harness that wretched hum."

The Migrant is an enemy composed of two parts; the body of the creature is a muddy, scaly blue form with two legs and what seems to be a single eye, but the "brain" of the creature is the sphere which is attached on top.

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The migrant is a kind of mid-boss of sorts. It is only fought a few times in the game and can even be circumvented in one particular case. The enemy's only weak point is its brain, the body is impervious to both weapons and fire. Fortunately, the migrant begins in a kind of sleeping state and can be damaged easily from far away without making it aggressive if you are willing to spend the clarity to do so, otherwise you must approach it and begin attacking.

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Weapon length matters in this fight since the body of the creature protrudes out enough that hitting the orb without taking damage by colliding with the body is hard with something as small as the dagger.

The migrant essentially only has two attacks. For one, it can strike one of its legs into the ground and send it shooting out of the ground at the very spot the player is standing. The only way for the migrant to move is to send its head flying across the room in a circular motion, it protects itself by forming two projectiles around itself and firing them at the player as it moves away. At this point it could emerge just about anywhere in the immediate area, even right where the player is standing so it is important to try and defeat the monster as fast as possible. Later fights with the Migrant also introduce some other enemies into the mix to make the fight a bit more difficult to deal with.

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Marrow OST - Entombed

https://youtu.be/XmVZD8Xme4Q

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Mass

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Post » Sun Jan 08, 2017 4:12 am

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"What devilry?! I am at my wit's end! No matter what we try, those which succumb to the sickness have an insatiable thirst and will to remain. We have buried them, locked them away, chopped them and even burned them to no avail. Perhaps in this pursuit of the secrets held within the deep we have neglected this saddening display of the will of man to circumvent his very death. Some have formed hulking masses, twisted perversions, melted into a husk of dead flesh and bone, writhing in the darkened corners. They are harmless though, unless approached, best leave them where they stand, cemented in the ground, waiting for a second death."

Mass is a simple enemy type encountered a number of times during the game under varying circumstances. It does not move or chase you, it will not curse you and it doesn't pack the hardest punch in terms of damage (though it is still substantial). However it is impassable, and they do guard a number of important places and are often assisted in this task by other enemies making them a little more complicated than they may seem at first glance.

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Their main and only attack is to swipe at you with their one big arm. In order to damage them they must be struck in the head. The length of your weapon makes all the difference in these encounters, assuming you have beaten back any assisting enemies striking the head and avoiding the claw attack should be quite easy, but, do look up from time to time.

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Echo Enemies

The Echo realm contains one very distinct enemy type, and in this state, most other enemies become invisible and harmless, however there are few enemies that retain their damaging qualities even inside the Echo realm.

Some of the harmless threats in the echo realm will turn invisible after you have viewed the echo light, but not all. Even inside the echo realm certain enemies will see you and attack you but can't do damage, though you won't know this until after the enemies have already struck. In addition, there are enemies, like the Mass, which will remain a threat even inside the altered perceptive state that is the Echo realm. The Mass in particular is a nuisance because it cannot be passed by or avoided, and since you cannot attack in your echo form, the creature must be defeated in the realm of normal perception.

As a side note, non-echo enemies which remain active in the Echo realm also deal different damage percentages in their echo state.

Marrow OST - Into the Breach

https://youtu.be/sWffRj_fiQ0

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Boss profile

The Imprisoned Seer

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Post » Mon Jan 16, 2017 2:34 am

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"Blinded, maimed, buried and surrounded by the fleshy mound created by the soiled bodies of the Marrow cancer. His eyes have been taken to the fringes, guarded by those dear sweet Emissaries. That shameful crime I helped produce is caught in the deepest place it could be brought, now haunted over by those few selfless minds left behind. This should be enough, but it won't be. Instead I must bury all of it, tower the earth above this valley and envelop all beneath a mountain of dirt. Will it be enough? Men are prone to dig. My hope that the terror of Frederic's wake will be enough to ward off any curiosity, before any travel further below. Curiosity has ruled me, and now may have doomed us all, if my measures are not enough to silence these beacons."

The Imprisoned Seer is a an optional boss at the end of an optional section of Marrow and possess the final weapon (Tendril), a very powerful weapon which is needed in order to get the game's true ending.

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The road to the Seer requires a careful eye and a good memory of your previous surroundings. It isn't enough to simply reach his cabin, the entrance to the Seer's prison isn't so easily broken in to. In order to open the path to the Seer the player must collect a number of the Seer's eyes, hidden in secret rooms around the game world, and protected by a set of mini-bosses. Finding these locations is where your memory and instincts have to be sharp.

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The boss hangs from the ceiling and fires projectiles at the player. Each projectile spawns with a random colour. Use the orb to destroy the ones which spawn from his hands and reflect those which come from his head, that is the only way to damage the boss. Striking the boss with your weapon will damage you so be cautious about engaging the other enemies in the room during the fight. Two of the "Taken" enemies will continuously spawn during the fight, in addition to the enemies which spawn from the Seer's dripping blood. Managing the other enemies and timing your attacks are the keys to winning this fight, which can be a bit of an endurance match given how difficult he is to damage.

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In Echo mode, this boss fight plays out a bit differently. Since you can't distinguish colours in Echo mode the Seer's projectiles will always spawn in a state that can be reflected only with a weapon strike. It seems like a small change but the challenge is ramped up significantly due to the position of the attack and the precision needed to hit it. Interestingly enough, due to this change the boss doesn't technically require the Luminous Orb to defeat.

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