▶
June 2021 Devlog
Still at the prototype stage during the last devlog in February, they are now complete and integrated into the game. From now on, beware of the lurking monsters when exploring the dungeon. There are several types of monsters, each with their own ambush specialty, to better surprise you. I won't reveal them all so as not to spoil the surprise, but here is at least one: the giant rat, a monster essential to any self-respecting dungeon. The most interesting thing about these monsters are the new game possibilities and situations they bring, thanks to their interaction with all the other game systems, especially with traps and physics. Your sword is broken, are you running low on health? There are many ways to get rid of these monsters ...
The goal of adding these monsters is not so much to add combat like in all classic RPGs, but above all to add a different type of trap, the living traps, where the monsters wait in various types of ambush. This did not prevent me from further improving the weapon and combat system to make them interesting, in the event that a fight takes place with one or more monsters. The combat has therefore been reworked. It is based on dodging and endurance management, while remaining very dynamic. The different types of weapons have been enhanced, each with their own advantages and disadvantages.
Kicking, a feature that I wanted to do for a while and that I finally took the time to do, and pretty quickly too! Now that it's in the game, I wonder how the game could have been released without it. For a game where all of the gameplay is physics-based, being able to kick things is a must have. It is therefore a new way to interact (violently) with the world, in particular to push obstacles, open doors, or push monsters into holes.
I finished reworking the graphic style of the game, in particular by completely redoing all the textures of the floors and walls. I also reworked the lights and colors. I must say that I am very satisfied with the result. When I compare the current game with its previous versions, I'm glad I did, as the graphic and artistic improvement is important.
The game's composer, Alexandre Scir, continues to create great ambience tracks for Neverlooted Dungeon for exploring the dungeon. I made him a rather particular and difficult request on these tracks. The idea is to have dynamic music, using tracks played on several layers, with their intensity depending on the location and the context. For example, a basic track sets the mood, a little melody is added when you are near a campfire, a dramatic track is played in particularly deadly places. The changes in the game are very subtle, but they help to subconsciously reinforce the tension or on the contrary to release it, to avoid monotony and to make the experience even more intense. And you, did you notice these changes while playing the demo?
Thanks to everyone who tried out the new private demo which featured monsters, combat, and kick. Thanks to the feedback I continue to improve the game in its entirety. The next public version of the demo should be released soon. I still have to decide on its content, because the first level alone seems a bit short to me, but the first two levels seem a bit long for a demo. In the meantime, if you are interested in testing the latest alpha versions of the game, do not hesitate, join the discord and join the playtesters!
In the last few months, an important step has been taken, I find that the game has finally reached its maturity in gameplay, narrative, visual and audio. My efforts having been mainly focused on the first levels, especially those of the demo, I now have to rework the rest of the game to offer a rich and interesting experience on all levels. A first full alpha release should go to testing in a few weeks, and I'll be working hard to get the game released before the end of the year. See you soon, Arnaud.
[ 2021-06-07 14:30:41 CET ] [ Original post ]
Hello everyone, here is the news from the front! The last few months have been very productive, the development of Neverlooted Dungeon has progressed well. The new features are complete and integrated into the game, and bring the hoped-for richness to the gameplay. Let's see all of this in detail.
Monsters
Still at the prototype stage during the last devlog in February, they are now complete and integrated into the game. From now on, beware of the lurking monsters when exploring the dungeon. There are several types of monsters, each with their own ambush specialty, to better surprise you. I won't reveal them all so as not to spoil the surprise, but here is at least one: the giant rat, a monster essential to any self-respecting dungeon. The most interesting thing about these monsters are the new game possibilities and situations they bring, thanks to their interaction with all the other game systems, especially with traps and physics. Your sword is broken, are you running low on health? There are many ways to get rid of these monsters ...
Fights
The goal of adding these monsters is not so much to add combat like in all classic RPGs, but above all to add a different type of trap, the living traps, where the monsters wait in various types of ambush. This did not prevent me from further improving the weapon and combat system to make them interesting, in the event that a fight takes place with one or more monsters. The combat has therefore been reworked. It is based on dodging and endurance management, while remaining very dynamic. The different types of weapons have been enhanced, each with their own advantages and disadvantages.
Kicking
Kicking, a feature that I wanted to do for a while and that I finally took the time to do, and pretty quickly too! Now that it's in the game, I wonder how the game could have been released without it. For a game where all of the gameplay is physics-based, being able to kick things is a must have. It is therefore a new way to interact (violently) with the world, in particular to push obstacles, open doors, or push monsters into holes.
Style
I finished reworking the graphic style of the game, in particular by completely redoing all the textures of the floors and walls. I also reworked the lights and colors. I must say that I am very satisfied with the result. When I compare the current game with its previous versions, I'm glad I did, as the graphic and artistic improvement is important.
Dynamic music
The game's composer, Alexandre Scir, continues to create great ambience tracks for Neverlooted Dungeon for exploring the dungeon. I made him a rather particular and difficult request on these tracks. The idea is to have dynamic music, using tracks played on several layers, with their intensity depending on the location and the context. For example, a basic track sets the mood, a little melody is added when you are near a campfire, a dramatic track is played in particularly deadly places. The changes in the game are very subtle, but they help to subconsciously reinforce the tension or on the contrary to release it, to avoid monotony and to make the experience even more intense. And you, did you notice these changes while playing the demo?
Demo and playtests
Thanks to everyone who tried out the new private demo which featured monsters, combat, and kick. Thanks to the feedback I continue to improve the game in its entirety. The next public version of the demo should be released soon. I still have to decide on its content, because the first level alone seems a bit short to me, but the first two levels seem a bit long for a demo. In the meantime, if you are interested in testing the latest alpha versions of the game, do not hesitate, join the discord and join the playtesters!
Roadmap
In the last few months, an important step has been taken, I find that the game has finally reached its maturity in gameplay, narrative, visual and audio. My efforts having been mainly focused on the first levels, especially those of the demo, I now have to rework the rest of the game to offer a rich and interesting experience on all levels. A first full alpha release should go to testing in a few weeks, and I'll be working hard to get the game released before the end of the year. See you soon, Arnaud.
[ 2021-06-07 14:30:41 CET ] [ Original post ]
Almost Epic Adventures™: Neverlooted Dungeon
Wild Mage Games
Developer
Wild Mage Games
Publisher
SOON
Release
Game News Posts:
24
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
STORY
Live the Almost Epic Adventures™ of a mighty adventurer who has just purchased the map of a mysterious dungeon from a shifty old man in a tavern. "It is said that the dungeon contains a legendary treasure, that has never been looted. Try your luck now, extraordinary wealth and eternal glory await you!". However, you feel like something is wrong since you entered the dungeon, and there may be a good reason why no one ever returned.
ABOUT
Almost Epic Adventures™: Neverlooted Dungeon is an adventure-exploration game with a unique and tense gameplay based on defeating hidden treacherous traps. Explore a massive dungeon filled with a wide variety of traps, that will keep surprising you throughout your descent into its depths. Meticulously placed by a deceitful dungeon master, they await imprudent adventurers. To survive, you better be careful about what you see, what you hear, what you touch, where you step, what you open, and even what you loot...
With its physics-based traps and interactions, the game offers an immersive gameplay where your creativity will be rewarded. Whether you are a careful explorer, an outstanding acrobat, a clever adventurer, find your own way to progress and overcome the dangers. Throw an object to trigger a trap from a distance, block its movement with an obstacle, make a very risky jump, and much more, it's up to you.
KEY FEATURES
- Unique and tense exploration game focused on avoiding hidden treacherous traps.
- Physics-based interactions and traps. Find your own way to overcome the dangers.
- Dying is not the end. Restart the level, loot your corpse, try to progress even further.
- Great variety of levels containing unique traps and triggers.
- Satirical dark fantasy world filled with humor.
- Tons of secrets to discover, tons of treasures to loot!
About Wild Mage Games
Wild Mage Games is an indie one man studio, crafting fantasy adventure games with love and against all odds since 2015. The studio was founded by “PhD gone Indie” Arnaud EMILIEN, to develop first person adventure games for PC, inspired by PC golden age games like Deus Ex, Thief: The Dark Project, Ultima Underworld, and by Dungeons&Dragons pen and paper RPG.
MINIMAL SETUP
- OS: Ubuntu 18.04
- Processor: Intel core i5Memory: 2048 MB RAM
- Memory: 2048 MB RAM
- Graphics: Geforce GTX 760
- Storage: 500 MB available space
GAMEBILLET
[ 6132 ]
GAMERSGATE
[ 2625 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB