I'm not weak to fire
According to Hebrew apocrypha, Eremiel is the angel who guards over the entrance to the Abyss where all souls travel after they leave this world. After a short time down there, they give penance for their sins and emerge through the gate where they are greeted by Eremiel who guides their way to Heaven. One day, the gate goes quiet. Many souls who should have come through are nowhere to be found. Eremiel enters the Abyss in search of the lost souls and finds a sinister plan in motion.
Eremiel is an action-adventure game made with RPG Maker MV. It plays better with a gamepad but can still be enjoyable with the standard keyboard controls. Get ready to blast your way through the Abyss, collect power ups and upgrade your weapon and armor. Fight wicked demon bosses in order to find out what they're scheming.
- Action combat, no battle screens.
- Enemies drop power ups like fireballs that explode on impact and thunder that fires in all directions.
- Different types of on-map enemies that have their own abilities and properties.
- A more personal story ties in with main plot and is revealed to you in a series of flashbacks throughout the game.
- Upgradable attack and defense. Your basic attack starts out weak but by the end of the game is about on part with the power ups.
- Enemy bosses with their own movement and attack patterns.
Playtime is a little over an hour. This game was originally made for IGMC 2017. Thanks for playing!
Things I've updated due to feedback I've received thus far
- The biggest problem my original version had was early pacing. I made the first area a lot smaller and give out more money now so that you can actually get more than just the one weakest upgrade from the shop now.
- With the exception of slimes and ghosts, it was very hard to distinguish between the stronger and weaker enemies of the same types. Most of the enemies now follow the convention of blue being the weakest, green being in-between and red being the strongest. If you happened to play my IGMC version, I swapped the yellow eyed and blue eyed ghosts. I tried out green for the medium powered ghosts but it was just too hard to tell the difference between green and the blue.
- All of the souls now have their own character graphics and the ones that talk to you have their own face graphics. Almost all of them say their own unique thing when you free them or they don't say anything at all. The ones that don't talk, mostly later in the game, are just immediately freed and drop money without interrupting gameplay.
- New dash stamina mechanic added. Yay! I dumped the Speed power up and now let you use the standard dash controls except that you have a dash stamina bar that wears down as you run and builds back up when you are walking. This gives you a lot more control over your character's movement and makes combat much nicer as you can quickly sprint into position to line up your shots. It also allows you to get out of trouble when needed and cover more ground when no enemies are around.
- I mixed up the money drops from freeing souls a bit. All of the maps have at least one soul that will drop a larger amount than is typical for that map to make it more rewarding to seek them out.
- I lowered Eremiel's max HP to 15 and added a mini-quest in the first half of the game that bumps you back up to 20 if you take the time to explore and complete it.
- Added a new surprise mini-boss.
- Fixed the broken doors for the most part. I did encounter one occasion the game just glitched out and didn't auto-run correctly.
- Along with the visible dash bar, there is also a Power Up bar that lets you know how much longer your Fire, Ice, Thunder or Star will last before running out.
- I now let you shoot your holy blast and dash in the first [safe] area so you can get a feel for the controls before wandering into danger.
- I got rid of the default MadeWithMV splash screen plug-in as it appears to be horribly broken at this time. There shouldn't be any performance issues any longer.
- Lots of small tweaks and bits of polish that aren't worth mentioning individually.
- New collision detection system. It makes the game a little more processor intensive but I'm still able to run it on a couple of very low-end machines without a lot of increase in lag. If you have a decent computer, I'm hoping it'll still run lag-free.
- Added some more detail to the mapping. I can't make them smaller, though, because this is an action game. You need the room to run around in and dodge enemies and such. If there's anything else I can do to make these maps look better, let me know.
- Adjusted some of the sound levels. Trying to balance the music with the weapon effects.
- Changed a few music tracks.
- Added a difficulty setting. Easy adds in extra save points so you can save and heal up before every boss encounter. Normal stayed the same and Insane mode takes away the healing at save points which means the only way to restore HP is through power up drops.
- Fixed a couple of bugs.
- Introduced a bug in 1.3 that made the mini-boss invincible. Fixed.
- Added a sound effect and screen shake when you get hit.
- New custom icon file.
- Added more polish to both the game and the itch.io page where the updated game is now being hosted.
- Fixed several bugs.
Thank you so much for checking this out! I can't wait to get more advice on how to improve this title.
Download for Windows and Linux
See page two of this thread for the source project download.