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The Magnus Light

A hint would be to always break his ATK and MAGIC ATK if you can with Magnus Croid. The battle's in the game also have chance that you will inflict status changes to stronger enemies to make it more challenging. Some enemies have different weaknesses so you'll have to guess and test.

Also try and use a Kendrive Ability if you can. Aldaris will most likely try and dispatch someone who is going to use a special skill. And before you get there buy some High Potions from the merchant in the left corridors of the Brooklyn Express nearer to Hemphia's Room. If I'm right Aldaris should use the Zenken twice in that battle. If he uses it more than 3 times then there is a problem that I need to sort out. To make the battle a lot more easier for instant victory you should fill up the Kendrive Bars to full before entering the Brooklyn Express. Also Holy does more damage to him than any other type of magica. If you use Execution, Liambo's signature attack I think it instantly finishes him off. Good Luck and wow, you practically already completed the demo.

Last method I can think off is to attempt to burn or poison status him. He has good resistance to it but there's a chance he will suffer. Then use what ever method to survive and deal damage. Aldaris is meant to be one of the stronger bosses in the game that I think you'll have to face later again but next time he's a lot more powerful. Good luck, I'm the developer and I defeated him with one character left whilst play testing finishing him off with execution which gave me the idea for the cut-scene afterwards.

If the worst comes to the worst the before you enter the ship proceed to Yama Mountains and defeat the fiends again which have re-spawned aside from the ogre for more experience then you'll be stronger when you face him again plus you can keep the Kendrive Bars full.

Magnus_Yama_Mountains.PNG

Vigour of the Fellowship(Demo)

I wouldn't if I were you. Story of the Year was the original Magnus Light. However with so many bugs found in the game, it was changed, updated and completely revamped although still set in the same fictional diegesis.

The Magnus Light

Yeah you can become a tester if you like. Thanks for giving this game a go. Yeah the Throne Room is quite small. I may change that later on so thanks for spotting that out. :)

The Magnus Light

There's a demo ready which I'm uploading now. Try it if you want :)

PROJECT VIRAL

It's should have been updated ages ago but I haven't finished Alpha testing yet for bugs. I am doing some work on The Magnus Light but now I have completed the demo for it I may finish updating this game sometime in near future. Take a look at Project Viral 2: Outbreak Demo. That's another project I'm working on that has the same vibe as this one if you want. Lastly, thanks for taking an interest in the game.

PRV_CAFE2.png

Yeah I remember what you are talking about and yeah you're right it does remind me of the CAFE now that you think about it. Thanks for spotting that out.

Project Viral 2: Outbreak

Again, I just want to say thank you so much for playing the demo release. It makes me feel so pleased that you played it and gave me some useful feedback. I'm trying to make the game as realistic as possible but I lack the tile sets to do so. If I end up finding more useful tiles I can add to the inner tile set then I will make some changes to the stairs.

Because it's a short demo those items in vending machines will be useful later on. They will change stats and getting drunk messes up stats. Just an extra I chucked in the game. Yes being hyperactive changes stats, being drunk I think makes your accuracy and evasion lower but it increases strength good for attack power. Also energy will be applicable later in the game. Possibly you will need energy to maybe push objects or whatever, haven't thought it out too much yet. I'll change the dash bar to stamina bar so you don't get mixed up between the 2.

You forget that the game isn't an action game, it's a survival game. This is why it's easy to die when you make a few mistakes. Try playing the original Resident Evil and you'll get my drift. I already mentioned that zombies re-spawn in the street because the game doesn't want players to be on the city streets as it's supposed to be too dangerous. They don't re-spawn anywhere else. I really do want light effects in the game but the problem is they collide with the ABS scripts I'm using. Lastly I know saving the game is a problem but the fact is that this is a demo and in most demo's you can't actually save the game anyway. I want to remove the save option from the menu and have save points in the game. Because when you load up maps the monsters freeze up anyway if they on the map you loaded from. I didn't see the point in chucking that in at certain points in the game if the demo only lasts 15-20 mins tops at the moment.

As for all the other things mentioned I'm going to use this feedback as base of what needs to be revamped when I return to more development in the game. Lastly the game doesn't lag, it's just the speed of game-play isn't fast paced. Like I said this is a survival game but considering the complaints, I will probably increase the speed of the players movement to make it more enjoyable. I wanted the dash system to also be 3 times as long when running but the scripts aren't working for some reason.

PRV2_Zombies.png

Thanks man :)

This screenshot shows you a variety of the zombie sprites for the game. I think so far there about 30+ different zombie sprites. There's probably going to be more and this doesn't include the mutants, monsters and zombie dogs in the full release.

Project Viral 2: Outbreak

Firstly I just want to say supreme warrior, thank you for the time you spent playing my game. The Prequel is actually finished. It just needs a little updating. I removed the download for the game because the original didn't have my files encrypted and I noticed some developers were using my custom made resources and my game as a base. I'm not very good at designing HUD's as it was just a modification of the battle system's HUD. Hopefully when the game is complete I can get a new HUD done possibly. Also the speed of game-play is something I may consider changing if enough players dislike it. There's also a bug with the dash system I can't increase it because you're meant to be able to run 2-3 times as long as what is in game.

I'll update the page with some controls. The zombies don't respawn in this game like the original though. This only occurs in rapid areas of the city streets because the game doesn't want the players out there as it's not safe. There's meant to be no sense of real direction at that point leaving the player to figure out where to go. You end up in the CAFE where the game properly picks up although I haven't got a proper story planned yet. Also let me explain the difference between easy and hard mode.

EASY MODE- You get a kevlar equipped so you can take slightly more damage. There is more ammo in the locations found and recovering items. Also there are some small graphic pointers giving players hints what to interact with.

HARD MODE- No kevlar equipped at the start. Less ammo in the game and less recovering items. There will be more zombies at certain parts of the game. Lastly hints aren't given at all, the player has to figure it out.

I purposely did the zombie swarms to prevent the player journeying back into the dangerous streets you see. And lastly the player doesn't know it's a virus outbreak. He just guesses with all the crazy shit happening that there must be some sort of pandemic going on. There was nothing referred to about cannibalism or zombies aside from you get the idea when you find Don Correlli dead.

(Note: this game is a traditional survival horror, they tend to be rather hard games and don't tend to not have that much of a sense of direction anyway focusing on the player figuring what to do.)