EXODUSTRIBUTE'S PROFILE
ExodusTribute
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I am but a single brooder quite a few passions and hobbies, and with that, many aspirations for his future. My primary avenues of self-expression include creative writing, poetry, digital art, and indie game design... but given the site upon which you happen to be reading this, you're probably most interested in my games.
Goatchild: Advent of Van...
An action-tailored Dark Fantasy/Horror experience with emphasis given to atmospheric visuals and abstract storytelling.
An action-tailored Dark Fantasy/Horror experience with emphasis given to atmospheric visuals and abstract storytelling.
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Goatchild: Nightmare
author=shayoko
i shamefully admit this game is too hardcore for me :3 i cant beat 2 of the bosses on easy XD so i give up! :D
The key to beating Paragon is not to stray too far in front of him (assuming you can't just-guard his rush attack). Since you've beaten the Prowlers and Cerberus Twins, you're only one boss away from gaining permanent Panic Mode against Regnal and making that fight almost trivial. Keep trying!
Goatchild: Nightmare
Hehe, my style is completely opposite from yours in that I like to go Rambo with the knife and parry attacks like crazy, just because I think it looks cool (as you can see in my Cerberus Twins Demonstration, but that mostly worked against me there. On that note, the tractor beam has infinite range, but it also has an audio cue in the case you can't see either of the twins). But that's a good thing since I designed the game to welcome many different playstyles, even if some approaches might not be as effective as others.
Ironically, the full version of Goatchild will most likely focus on atmospheric exploration and story, rarely featuring battles like in this game (the full game even has stealth mechanics). The complexity of the battle system is mostly just for the boss battles; since much of the game will involve navigating cramped corridors and such, I think normal enemies will require much less effort to dispatch, but the options will always be there for those who are in the mood for overkill.
I want to tell you that the tutorial wisp was just bugged... but the truth is that I was just too lazy to include another option. >->
On a slightly unrelated note, your interest in the game's setting/characters is much appreciated. This game was actually inspired by and originally made to promote a novel that I happen to be working on. I have actually posted a story that takes place hundreds of years after Goatchild's story, but you couldn't tell how that was somehow related unless I pointed it out.
Ironically, the full version of Goatchild will most likely focus on atmospheric exploration and story, rarely featuring battles like in this game (the full game even has stealth mechanics). The complexity of the battle system is mostly just for the boss battles; since much of the game will involve navigating cramped corridors and such, I think normal enemies will require much less effort to dispatch, but the options will always be there for those who are in the mood for overkill.
I want to tell you that the tutorial wisp was just bugged... but the truth is that I was just too lazy to include another option. >->
On a slightly unrelated note, your interest in the game's setting/characters is much appreciated. This game was actually inspired by and originally made to promote a novel that I happen to be working on. I have actually posted a story that takes place hundreds of years after Goatchild's story, but you couldn't tell how that was somehow related unless I pointed it out.
Goatchild: Nightmare
author=DragnflyThankfully all of the controls are connected to my own scripts, so it's very easy to make changes, such as...
Disclaimer: I don't know the scripts your using so some of my control advice might just be pointless.
author=DragnflyDone. This will delay the next release since I need to do further testing, but I think it's worth it. Since my own CTRL key is much easier to reach than SHIFT, I'd suppose it would depend on what keyboard you're using, but this should serve as a good compromise. Edit: After testing, this kind of feels less responsive, so I might look to making it another option.
one option is to make CTRL a toggle.
author=Dragnfly
I never even learned what meditating is for but unless it's function is instant I doubt it'll ever be usable in battle.
Meditation slightly increases HP regeneration rate, but it's better to look at it as an action modifier (and I have other actions planned that will likely be mapped to the directional keys during meditation, such as magic).
author=Dragnfly
Getting knocked around is a problem and, likely due to the combat system, action cancel is by far the worst. Many times I was trapped in a crowd of imps and couldn't fire, repel or teleport out because their actions were superseding my button presses. Add to this the direction change when you get hit and it basically meant getting gooned = certain death.
Now this, I need help understanding. The player's actions cannot be interrupted in any way—in fact, for special weapon attacks (the only attacks that require charging), Goatchild will literally lock in place until the action has been performed, preventing her from being knocked back. All other actions (except the full knife combo) are instantaneous, so I'm not sure what you mean here. As for not being able to teleport out of it, that's only possible if the imps were perfectly aligned in rows of eight in every direction (which is also impossible, since not that many imps spawn). If nothing else works, you could use ALT + S to instantly knock them back.
As for the direction change, that is actually part of why the turning controls are important. The other reason is that, when using special firearm attacks, you want to be able to aim in the case the enemy were to, say, teleport behind you and out of your line of fire. If you didn't change direction to face the enemy that just attacked you, then that would make Paragon a lot more annoying. Basically, it's there to allow the player a chance to easily retaliate against or teleport behind an enemy that just attacked you, although it could be turned off when guarding, if that sounds like a good idea.
author=Dragnfly
Regarding the Super Cerberus Bros fight, is there a touch event or enemy attack there that teleports the player? I could swear several times I was warped rather than the enemy warping to me. If so, then don't do that. Please don't do that. It's terribly frustrating and outright disorientating. If not, then there's some sort of problem because I swear it happened.
I forgot to mention it, but that's actually one of their skills; you can tell that they're about to use it when they stop and do a casting animation similar to Goatchild's special attacks. The teleportation can be prevented by either guarding or getting closer to them (the general rule is that enemies will become much more desperate when the player is far away). Aside from that, it's actually rather easy to use it against them with good timing, my favorite way of doing so being to prepare the magnum's special as soon as I see them preparing to teleport me, effectively greeting them with a powerful blast to the face the instant I appear in front of them and denying them a chance to counter.
author=DragnflyAnd... done.
Regarding the guns, you should change it so that the F keys select them in the same order as the menu shows them, or change the menu order to properly reflect the F keys.
author=DragnflyI was worried that players would complain if I was to exclude it since teleporting isn't always a good idea, but I could always use it for something else if my concerns were indeed unwarranted (and there is always Panic Mode, I suppose).
Shift = Run, despite being an RM staple doesn't seem all that useful when you can just teleport.
I think that covers everything. Please let me know if I missed something. ^_^
A couple of questions:
- Because you are unaware of what scripts I'm using, then that must mean you haven't finished the game yet; but have you beaten any of the bosses? If not, which one are you gunning for?
- What is your preferred weapon and why? I need to know if the weapons are well balanced, so knowing this would help greatly. Also, do you have any ideas for a fifth firearm? (I still have room for one more)
author=Dragnfly
it'd be great if others chimed in with their ideas and impressions
Seconded. I need to know that my changes are satisfactory to the majority of players and that I'm not just screwing everything up by mistake. (I'm actually surprised no one commented just to brag about easily dominating some of the bosses yet >->)
Goatchild: Nightmare
author=Dragnfly
I just meant it's nice that the internet gives us such uses now as people having a chance to spread their games around.
I only got to play it for a bit so I'll add other observations later.
1) All dialogue being auto-timed is a bad idea. People read at different speeds and can be sidetracked by things while playing, like the phone or whatnot.
2) Explaining the control scheme should be mandatory. My first two times through I didn't learn the controls because I didn't talk to the first wisp twice (and if he said to talk to him again, I missed it while sidetracked). So I just hammered keys to see what did what.
3) Kudos on the craziest action combat system I've ever seen in RM. You took A Punishment for Mai and jacked it up to Guilty Gear. That's 50% insane and 200% impressive. The drawback though is that just remembering all the controls and hold keys was pretty rough and very hard on the hands. I'll try mapping it to a controller later and see how that goes. Either way, when mastered and if the timing actually works (my biggest experience-based fear) it's likely one hell of a system. Expect a lot of people complaining about their attacks not landing or getting action-stopped by the enemy or other events. I was fussing with getting a handle on the controls so I'm unsure if that was responsible for any of my many, many, many deaths. I still swear I never once fired my gun though:(
The good:
1) Nice tiles.
2) Very interesting setting.
3) Mai herself is pretty cool-looking. I hope somebody does character art of her. I'm a sucker for multi-coloured hair:)
4) Very good sound and music.
Ah, yes, you do have a point on the auto-dialogue. o.o Thankfully there's not much
dialogue here, so that'll be very easy to fix for this game. I'll probably just implement it as an option in the full game.
The control scheme, as it is, takes a LOT of getting to; it's one of the
things I had the most trouble with during development, given the sheer number of implemented and planned actions (I got lazy when explaining the controls with the
wisp, so I actually missed a few minor details. >->). I'm definitely open for suggestions on how to better optimize the controls, should you come up with any.
I'll probably post a small guide on the controls shortly.
Edit: But regarding the battle system itself, it's actually quite old and extensively tested despite being incomplete. I swear on my soul that it works 100% as intended. That said, it's perfectly natural to die so many times getting the hang of it :p













