Этот концепт или проект находится в ранней стадии разработки

Этот проект собирает отзывы от возможных покупателей, а также создает сообщество вокруг него. Если вам понравился этот проект, не стесняйтесь — оценивайте и добавляйте его в избранное. Голосование в этом разделе всего лишь позволяет разработчику понять, нравится ли его проект пользователям и как его улучшить. Это не означает, что проект будет распространяться через Steam.

Dungeon Fall
Комментариев: 15
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Vynil 3 июн, 2013 @ 12:20 
Great.I like that!
Jackass Penguin  [автор] 3 июн, 2013 @ 2:54 
In story mode there are no danger nor enemy, so you can take your time chatting with npc, explore the plot, solve some minor quest (you know, the basic/simple one: get item from NPC-A, bring the item to NPC-B ) with your chit-chat skills only.
In "Game mode" (when Rosame is running for her life in the "path") things will be quite harder. Tasks will be quite simple to perform, for example: move the a pipe from spot A to spot B
[IMG]http://i39.tinypic.com/11jp6d2.jpg[/img]
Rosame will walk very slow during this operation; so in the shortest time possible you need to figure what to do... and do it. Any quest in the "game mode" will be potentially lethal.
If you're not quick enough you can still escape and repeat the level in order to have a chance... yes, this can be very frustrating; but again, you don't need to complete ingame quest in order to advance in the game.
Jackass Penguin  [автор] 3 июн, 2013 @ 2:53 
Well, NPC won't assign you quests instead, if you make the right questions, they will give you advice on what they need. Since you're not bound to the quest assignment you could potentially solve the quests the first time you explore a level (even without knowing which NPC is "bound" to it), then you can investigate to know/inform which NPC should be "grateful" and give you the quest's prize.
It's to note that Rosame will act in two different mode: the "game mode" when she will run/fall for her life and the "story mode" whenever she's not chased by the black cloud and there's no enemy around (towns and other hidden/special places)
Vynil 2 июн, 2013 @ 9:20 
Well, I understand. But I wonder how will you integrate quests and dialogues in the game?
Jackass Penguin  [автор] 2 июн, 2013 @ 8:35 
As for the gameplay: the only true enemy is the impending black cloud of death who chase her. There will be other living/animated object which may attack her... but nothing will be capable to kill her. Everything is based upon running away (down below) as much fast possible. She got two daggers to attack/defend herself.. but you're not supposed to kill enemies since it will be a dangerous waste of time. Instead you're supposed to have good timing on jumping over their shoulder, bounce on the ceiling/ground/walls... "hit and run" basically.
Anything to leap in the chasm within the quickies way possible.

We'll try to publish something about the "fighting" aspect of the gameplay as soon possible; meanwhile here's a "flat" example of what Rosame's skills will be
Jackass Penguin  [автор] 2 июн, 2013 @ 8:35 
Well, don't want to give too much spoiler about the story. We're still working on a possible implementation of a "quest system" where Rosame is require to perform some minor task which you're not required to accomplish to end the game... but still they will reveal important info to get the whole story behind Dungeon Fall. If we will be not able to complete the quest system (or it will took too much time to be accomplished) we will switch to something simpler, but yet engaging like a point/skill meter which will "unlock" some special dialogue with other NPC.

a draft story background is available here for anyone who want to discuss it.
Vynil 2 июн, 2013 @ 5:55 
Could you give us more precise informations about the game's story? Personally it's the first thing i want to know about a game , also the most important.
And what about the way Rosame will fight enemies? Which kind of baddies will she have to strike down?
Jackass Penguin  [автор] 20 мая, 2013 @ 6:54 
Thank Vynil, we had some unexpected issues that had slowed us a bit (this project is our very first one to come real) but finally we had chance to bypass some of them. In the announcement area there are new (menu) screens which should give a more insight view of the game structure/modes.
We've almost done a proof concept demo, which we will upload as soon it stand somewhat usable for evaluating the gameplay.

Last thing: we're listening you all, and would like to ear more about your expectation in this game... here's discussion in the official group!
Vynil 15 мая, 2013 @ 6:25 
It's quite hard to judge it. But indeed; it looks pretty nice and I'd like to see more!
Jackass Penguin  [автор] 15 мая, 2013 @ 3:21 
@♔ ωhiteclaws ♚: I swear we don't; we're all for the fun here, so all is fine ;)

@you, Insuite ,DarkPixelBlad: Thanks everyone for the support, we will release more art contenent and, hopefully, something even playable ASAP.
dpbi. 15 мая, 2013 @ 0:36 
Looks pretty good! 1+
Insuite 14 мая, 2013 @ 19:58 
Love the look!!!
MLG Loomynatee 14 мая, 2013 @ 18:27 
I guess you can't judge minecraft fanboys ...
Good luck on that one anyways !
Jackass Penguin  [автор] 10 мая, 2013 @ 10:38 
That's a bit harsh for a game design in a very early phase, don't you think?
Anyway, we're always open to any critique that may be able us to improve: if you have any, we're listening.
bluemime86 9 мая, 2013 @ 15:40 
more like, Dungeon FAIL