EXODUSTRIBUTE'S PROFILE

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.

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A First Look at Chapter II!

So true... ;_;

A Look into the First Chapter

author=Dragnfly
*is titillated

I'm glad that you're keeping your boss intro poetry too.


Ah, yes, one thing I miss about Goatchild was the opportunity to come up with some epic sass against the bosses' theatrical ramblings.

But alas, until the advent of the second chapter, I have resigned to making a weed joke.

Moving Forward

author=Dragnfly
Opinions in point form:
-Is that the same character with a redesign or is it somebody else?
-Looks and sounds good.
-A little worried about mixing the lines "Stealth mechanics will be present." and "Enemies can appear randomly at any point in most locations" since I played a game like that once and it really didn't end well. I forget which game (it was an RM one) and the dev went into one of those "No, you just don't understand my art!" tirades. But you've shown yourself to be a sensible dev. Just beware that, if you do it like that other guy, stealth (which is an exercise in observation, patience and decisiveness) will be meaningless.


The character featured in the images is the woman alluded to by Goatchild after defeating Regnal, whom the player controls at two points in the game.

You do make a good point regarding the stealth idea. I was thinking of simply implementing it as a sort of "not mandatory, but helpful" mechanic. That is, players have the option of dispatching enemies quickly by simply backstabbing them (provided they can sneak behind them) aside from with either running or attacking head-on. Most random enemies are quickly dispatched regardless, but in any instance I do implement a dedicated stealth section (though I likely won't), I'd likely turn the random encounters off to prevent frustration.
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