• Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

July Demo Release!




Hello!

I'm excited to announce I've released a new demo of Starless Umbra.

New Features

An additional 90 minutes of gameplay with minigames, dungeons, additional story content, and a village segment to complete the vertical slice.

Gamepad and couch co-op support. Play with a friend! I have no idea if this is fun.

Smarter AI! Players won't just stand in poison and take damage anymore. As an aside, this added some really interesting emergent behavior. Enemies might move out of the poison, but if you use knockbacks you can bully them back in for a deadly combo.

More interfaces. Shops/Item Trading, settings screens, and tweaks to the existing menu screens to keep things as friendly as possible.

A Note on Bugfixing and Polish

I did spend several weeks tidying up the existing content, but I've gotten to a point where there's diminishing returns. I'd like to think this is more polished than the last demo, but there's still tons I can do here. I don't want to let this detract too much from adding new content, so for now this feels like a good checkpoint. If you encounter any issues or have any suggestions I'll certainly document them.

Challenging Myself

It's no secret games like Xenoblade Chronicles and FF7:Remake shaped SU's battle system. With that comes the challenge of balancing a myriad of systems I hadn't really considered with traditional turn-based gameplay. I deliberately do not have healing items to stockpile. Instead, you heal between battles. This came with great difficulty (hah) as tweaking enemies to make gameplay challenging is an ongoing, tedious process.

Additionally, cooldown management is a big part of enemy encounters (cooldown state and status effects persist between battles) so I'm designing in this gray area for me where I don't want this to be purely action-based (I love my stats) but then there is some dexterity involved so you're not just spamming skills and standing in place. That said, difficulty is subjective. I wanted battles to be engaging/challenging but it could be frustrating to some players. I made jumping back into the game pretty quick, with an option to drop down the enemy stats if you find yourself dying repeatedly.

Anyway, I'd love to know what you think. Please enjoy the demo!

Posts

Pages: 1
Dope, can't wait to try it out when I get time.
double post edit, dude ive never gotten double posts before ever what is happening.

___________________________________________
############################################################################################
ERROR in
action number 1
of Step Event0
for object o_player:

DoSub :1: undefined value
at gml_Object_o_player_Step_0
############################################################################################
gml_Object_o_player_Step_0 (line -1)


Hey DHM, I get this right after the first cut scene. Right after they kill the rabbits, before a map change or anything.
So excited to try this out, at last!
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2750
Excited to hear what you guys think, thank you!

author=dreadpirate
Hey DHM, I get this right after the first cut scene. Right after they kill the rabbits, before a map change or anything.

Thanks for reporting this, looks like a controller input thing. I've updated the download with a fix. It should now show the version (0.1.1 at the time of this post) on the top right of the title screen too.
Yo, Just trying to pay the video kindness forward back to you dhm. Sorry for the kiddo interruptions. I know you'll understand.

dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2750
I've released 0.1.2 with a couple bugfixes/changes.

  • Poison tiles no longer stack, the skill is about 30% slower for more time to react
  • Spells in general are faster, most notably heal
  • Reset item resets switches too
  • Remove Illari's booty from the window after the cleaning segment completes
  • Enemies are in general 20% weaker across the board
  • Add settings to the ingame menu, with a new window skin picker
  • Demon chests, which are a surprise!

dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2750
Beep boop, another minor hotfix, 0.1.3 which addresses a couple of issues:

  • Reworked damage formula a bit, net effect is early enemies are much easier as you get used to game controls and so on.
  • Fixed a few multiplayer-specific crashes, controlled players are no longer collidable during combat (haha)
  • The game no longer instantly-crashes if a PS4 controller is plugged in. (Lol oops!!!) -- Nintendo Switch Pro Controller is another beast


Huge, huge shoutout to riggy2k3/DZ for the awesome multiplayer playthru and patience with the bugs. (catch the VOD while it's around and give 'em a follow!)
Pages: 1