Overview
SYNOPSIS
The world is a chaotic, terrifying place, rife with all manner of monsters, warlords and hostile architecture. Even for the mighty Pachacamac clan, just the act of survival is a day to day struggle, and everybody seems to know that they can't keep it up forever. In pursuit of a safe home, a lone shaman named Ichima happens apon the Special Stage - and with it, a means of realizing their dreams of safety and peace...
FEATURES
- Through the eyes of Shion - No rolls or spindashes here. Just your spear, your spells, and your wit. A heartfelt throwback to both the gameplay of Monster World III, and the backstory of Sonic Adventure.
- Speedrunner Friendly - A series of replayable, self-contained challenges with inbuilt timekeeping... and a lore-based incentive for beating all the par times, for those so inclined.
- One Man Developer- A largely solo episodic project still ongoing, including all the content made for SAGE22 and beyond.
MIRRORS / ALT VERSIONS
NOTE: Win 64 is the primary version - I can't guarantee any version specific bugs beyond that will be fixable.
Windows 64 bit
Windows 32 bit
Linux 64 bit
Linux 32 bit
OSX
The world is a chaotic, terrifying place, rife with all manner of monsters, warlords and hostile architecture. Even for the mighty Pachacamac clan, just the act of survival is a day to day struggle, and everybody seems to know that they can't keep it up forever. In pursuit of a safe home, a lone shaman named Ichima happens apon the Special Stage - and with it, a means of realizing their dreams of safety and peace...
FEATURES
- Through the eyes of Shion - No rolls or spindashes here. Just your spear, your spells, and your wit. A heartfelt throwback to both the gameplay of Monster World III, and the backstory of Sonic Adventure.
- Speedrunner Friendly - A series of replayable, self-contained challenges with inbuilt timekeeping... and a lore-based incentive for beating all the par times, for those so inclined.
- One Man Developer- A largely solo episodic project still ongoing, including all the content made for SAGE22 and beyond.
MIRRORS / ALT VERSIONS
NOTE: Win 64 is the primary version - I can't guarantee any version specific bugs beyond that will be fixable.
Windows 64 bit
Windows 32 bit
Linux 64 bit
Linux 32 bit
OSX
Media
Updates
CHANGELOG 1.5
- Chapter One demo added! So far just a single level and a cutscene.
- Hitboxes reworked. Most obvious consequence of this is that they'll be noticably more generous, but they sometimes have a delayed effect for some reason.
- Fixed a bug where music would sometimes not loop if the pause menu was left on for an extended period of time.
- A lot of framework stuff that won't actually be seen in this version because it all would have been used only after the cutscene that took up the bulk of my dev time x3x
KNOWN ISSUES:
- Player sometimes zips through the collision on the grey Chaos Emerald's barrier in the Chapter One demo. This is more annoying than dangerous, but I don't yet have a particularly neat solution for it.
- Enemies sometimes become completely invulnerable after being hit. As far as I can tell, this is in some way caused by Wrath of Gaia hitting an enemy right as it expires, which will most often happen when they are pushed through the doors in Sign of Evil. Will most likely rethink how this move works next version.
- Chapter One demo added! So far just a single level and a cutscene.
- Hitboxes reworked. Most obvious consequence of this is that they'll be noticably more generous, but they sometimes have a delayed effect for some reason.
- Fixed a bug where music would sometimes not loop if the pause menu was left on for an extended period of time.
- A lot of framework stuff that won't actually be seen in this version because it all would have been used only after the cutscene that took up the bulk of my dev time x3x
KNOWN ISSUES:
- Player sometimes zips through the collision on the grey Chaos Emerald's barrier in the Chapter One demo. This is more annoying than dangerous, but I don't yet have a particularly neat solution for it.
- Enemies sometimes become completely invulnerable after being hit. As far as I can tell, this is in some way caused by Wrath of Gaia hitting an enemy right as it expires, which will most often happen when they are pushed through the doors in Sign of Evil. Will most likely rethink how this move works next version.
Credits
Original title screen - MacDaddy
All other art and programming - Blacklightning
Alpha Testers - Aisleaf, Snips, Willow, EvalynGrey, Pheydar, JacobGunner, Tara
Special Thanks - NovaStorm1101, Eternity Theory, Raito, PsycheRaptor, Jman, SonicFAN
Covered / Arranged music by - connorveach, JX, Dialga22239, Tomais, JGHQ, Savaged Regime, ChilliusVGM, John Tay
All other art and programming - Blacklightning
Alpha Testers - Aisleaf, Snips, Willow, EvalynGrey, Pheydar, JacobGunner, Tara
Special Thanks - NovaStorm1101, Eternity Theory, Raito, PsycheRaptor, Jman, SonicFAN
Covered / Arranged music by - connorveach, JX, Dialga22239, Tomais, JGHQ, Savaged Regime, ChilliusVGM, John Tay
If it explains anything, Chapter Zero is intended mostly as an optional, skippable episode in the full game - a separate mode if you will, a series self-contained challenges that subtly teach applications of abilities that might not be immediately obvious just by trying them out on their own. With the knowledge that people will be able to skip it, Chapter One is left with the unenviable task of covering all the necessary controls and functions of the game in a very short span of time. That being said, the psychological aspects of game design are something I'm pretty passionate about, so it makes me very happy to know that they are having exactly the effect I had designed for, especially in the case of Chapter Zero's drip-fed backstory.
I'm already running close to the character limit so I better cut it short. Thanks again for reviewing!