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Announcement

Chapter 3 is officially finished!

Well, took long enough I feel, but the full third chapter of the game is now officially completed! It took a lot of work and detail to really make the sewers shine(if that's even possible).

So what's left now you ask? Well the game is still planned to have a total of 5 chapters, so just two more would be left to develop! These last two chapters have been something I've been wanting to work on since starting development on this game, so I can't wait to get started on that. Stay updated, because there will be more to come!

Enjoy some screenies for now :)




Announcement

New version of the game released!

This is a new big patch for the game that fixes and updates a lot of stuff <3

Download Link: Shadow Seeker Demo Ver 2.5

Shadow Seeker Ver 2.5(Patch Notes):

. Added ending lag to the Weaver leap

. Reduced the chance of Weaver enemy leaping slightly

. Reduced the amount of time trapped in a web ball

. Fixed a graphical issue with the Weaver enemy

. Increased the Range and Hitboxes of Chapter 1 and 2 bosses respectfully

. Stamina is now consumed at a slightly less pace

. A Storage Box has been added to the game!(Found in every Safe Room)

. Fixed an issue with the Weaver enemy disappearing after re-entering a map

. Fixed an issue not being able to knife enemies rooted in a Snare Trap

. Fixed a couple of typos in the "The Onawa" readable file

. Fixed a typo with the description for the Dead Aim Upgrade

. Fixed a loot issue with a certain Weaver enemy

. Fixed a tile lock/block issue in Chapter 2

. Fixed a Knockback issue with both Weavers and Wolves

. Fixed a possible game crash in the Courtyard section

Game Design

Storage Box System

Well, it's finally here, the most sought feature for the game. The Storage Box!
It was heavily requested by many who played the game and I agreed heavily to eventually including it.

Now you have 9 extra slots to store your Items and pull them out when needed! This should make
inventory spacing and management a little less frustrating hah. Since only a maximum of 3 Consumables
per type can be carried, same applies each slot in the Storage Box.

Announcement

Announcement on top of another announcement!

Hey everyone how's it going? :) I know it feels as if I've been unactive for awhile, but truth be told I was just taking a little break from everything. Chapter 3 of the game is still in development and all the maps are finished too, just need to add all the meat and coding to it, progress is still chugging if anything :)

On another note, it has come to my attention that someone has stolen my project and what I've worked on and altered it slightly to their own image to sell their game. Shadow Seeker was always intended to be completely free to play! Please don't fall for that and if possible report it if you can. I tried reaching out to the person responsible but I never got a reply.

Here's a link to the game they are claiming is theirs.
https://store.steampowered.com/app/1985700/Spiritus/

Game Design

Shadow Seeker Boss Fight! Spawn of Maldeja

Here we have the final boss of the demo, the Spawn of Maldeja. The result of a curse and fabled deity of an ancient tribal legend.

Shadow Seeker Boss Fight (Spawn of Maldeja)


Slam
Maldeja will slam its arm on the ground in a brutal manner and can cover a lot of ground to damage you, don't take its range lightly! This will deal 2 damage.

Crunch
When at close range, Maldeja will open its mouth wide and attempt to maul you. Once caught in its jaws, it will deal massive damage. At lower health, it will automatically kill you, resulting in a gruesome death animation.

Spawn Fling
While at far range, Maldeja will spawn offspring of the damned. The undead babies will cover the boss and absorb your bullets before they hit the boss. They can also trap you or deal damage if they are close. Instead of wasting bullets on them, it is heavily recommend to use your knife to get them out of the way easily.

Abomination Hardening
Periodically during the encounter, Maldeja will turn a greyish color and harden its skin to a maximum. During this time, any bullets fired at her will automatically ricohet off and hit the player, dealing 1 damage.

Phase 2
At half health, Spawn of Maldeja will enter its second phase along with a change in music. It will retain all its regular mechanics, just at a faster pace.

Slug Slither
Exclusive to Phase 2, Maldeja will take a slug like form and slither fast across the area. It can be used to close the distance against you, or knock you down for 1 damage and stun you for a bit if you are caught in its path.

Announcement

Chapter 2 out now! New demo download!

Chapter 2 is now being released along with the new demo!

Here is what has been changed!

(Shadow Seeker DEMO V 2.0)

- Chapter 2 has been fully added to the demo

- Added extra dialogue to the Portrait room

- Fixed a softlock bug on the staircases

- Fixed a few UI bugs when fighting The Shackled

- Knife has been improved in terms of graphics

- Fixed a few music errors within the mansion

:Download Link:
https://rpgmaker.net/games/11284/downloads/11639/

Announcement

Chapter 2 is complete!

Hey everyone, I'd like to proudly announce that I just finished developing the entirety of Chapter 2 of Shadow Seeker.

Currently doing test plays and bug scoping first before releasing the new and improved full demo experience! But you can definitely expect it to drop this week :D

You can follow up with the current progress of development on the whole game on the game page!

Game Design

New Enemy Reveal! (Wolf) and more development

Hey what's going on my lovely homies? Got a dose of game development for you all to check out.
Progress is still chugging along steadily for Shadow Seeker. I am a bit more than halfway done with
everything that Chapter 2 has to offer!

I also plan on releasing a finalized demo of the game that will span the first two chapters along with an
abundance of fixes and polish. <3

In the meantime, check out this test video of the Wolf enemy, along with some screenshots of what this chapter will have to offer :) thank you!






Game Design

AI/Partner System and Decision Making

A couple new features I'm adding in Chapter 2 of Shadow Seeker is the introduction of AI partner gameplay, and game changing decision making!


Your partner will Crouch along with you to make less noise and susceptible to being spotted by your enemies.


While Sprinting, your partner will do the same. Movement is based off of your own but no fear about her getting
you stuck as she will move away from ever blocking you.


While not engaging with an enemy, when you aim with a weapon, Carolina will cover your blindspot and fire her
gun whenever you fire yours. If you are engaged with an enemy, she will turn her attention to the enemy instead!


In combat, she can help you with extra damage and shots, both her damage and hitboxes are evented
and determined as well. She can also Headshot as well!

Currently there is no friendly fire and enemies cannot attack her, nor does she have
finite ammo or health. This may be subject to change as I oversee the rest of the gameplay.



While observing the environment, your partner may come across something interesting if she happens to be
close by. An exclamation mark will appear and she'll either give you her thoughts or perhaps advice for certain
situations.

As for Game Changing Decision Making, there will be multiple instances in which you must make heavy choices,
each come with their own actions. For example, having your partner along with you in Chapter 2 is entirely optional,
you can choose to go solo.

But how will this affect the story, and what will play out? That's for you to find out :D

Game Design

Shadow Seeker Boss Fight! The Shackled

Shadow Seeker The Shackled Boss Fight


Here's a quick rundown of the first boss in Shadow Seeker, The Shackled.
Equipped with a variety of mechanics and moveset, this guy will keep you on your toes!

Arm Swipe
This attack covers an arc range and can hit you if you're too close. Distance
is always recommended. Can also be avoided by Crouch Dodging with precision.

Stomp
Occasionally, The Shackled will stomp the floor hard, causing the player to lose
balance and fall over. This will interrupt your aiming and can put you in a bad position
for the boss to attack.

This can be negated by Rolling at the exact moment that the stomp impacts the ground!

Grab
The Shackled will sometimes attempt to Grab you instead of using an Arm Swipe. If
you are grabbed, you will be thrown and take heavy damage.

If you are at low health, the Grab becomes an instant kill with a very gruesome death animation.

Charge
At 50% Health, The Shackled will sometimes become infuriated and begin to Charge at
the player. If you don't have enough Stamina to run away, you will automatically be grabbed
by The Shackled.



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