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

Announcement

Betatesters needed /Info & More Concept Arts in the "Images" section

Hello, everyone!

I'm here with a big news! :D

The translation is complete, and everything is in place. I'm going to implement some features in the timeframe I've got left. Still no specific release date but I can assure you the game is going to be available by the end of August.

What I'm looking for right now are testers. People that can check if I did a good job with the translation and if the game is bug-free.

As I said in the Introduction section, Karma Flow - The Prototype is a Short Game made in a month and a half for a contest. Its total lenght should be something like 2-3 hours if you want to complete it without aiming for S ranks, subquests and collectibles.

Anyway, if you want to betatest the game, PM me ad let me know! Here is a requirement list:
  • The release window is August, so I need this game to be betatested before September. Preferably with enough time for me to apply proper fixing.
  • The thing that bothers me the most is the translation. Betatesters should focus their attention on the dialogues, menus and such to check for translation's errors.
  • Obviously, I would like the beta version not to be distributed. If you want to betatest, you are not to make the download link public.


Thank you all in advance!^^


- Gameplay info, difficulty settings -

Karma Flow - The Prototype is an Open-Stealth game.
The player has complete freedom and can complete the mission any way he wants.

In order to find a specific target, the player can either buy information from an informant, listen in on enemies' conversations or complete specific subquests. When the target location is revelead, he can either kill him on the spot or wait for him to move and ambush him somewhere else. Targets change their location according to the time of day. There's a day-night cycle in the game which influences their behaviour.

Florien, the game's main character, has at her disposal weapons like fireguns, land mines and support items like tactical binoculars for reconnaissance.

One, crucial aspect of the game is the existence of the Karma. This strange phenomenon punishes any murderer by killing him the same way he killed his victim. The objective of the game is to kill without letting the Karma notice you. This can be done through indirect kills rather than direct kills. Such as placing a land mine and then move away from where it's supposed to blow up. That way, the enemy who stumbles upon it dies but you're not discovered by the Karma.

Florien has three Karma Points for each mission. Karma Points represents Florien's hitpoints. She'll lose one whenever she's discovered by the Karma or hit by the enemy. If no Karma Points are left, Florien will die.

True Karma difficulty mode will leave you with only one Karma Point. It's a "faithful-to-the-story" difficulty mode, as the Karma will kill you instantly if you're discovered.

Every mission has its own ranking system. Going full-stealth, killing indirectly and completing all of the subquests on a mission will help you reach a S rank.

There are 4 different difficulty settings in the game:

Easy mode
  • Fewer amount of enemies for each level
  • The enemies' field of view is greatly reduced
  • The necessary time for alert to be lifted is greatly reduced
  • More frequent checkpoints during mission


Normal mode
  • Standard amount of enemies for each level
  • Standard enemies' field of view
  • Standard necessary time for alert to be lifted
  • Checkpoints during mission available only when completing subquests or on crucial moments


Hard mode
  • Greater amount of enemies on each level
  • Larger enemies' field of view
  • Larger necessary time for alert to be lifted


True Karma Mode
  • Florien has only one Karma Point. If spotted by the Karma or hit by the enemy, she will instantly die
  • No checkpoints during mission (except for crucial moments)


Pages: first prev 12 last