It Pours (Demo Available) (TESTERS NEEDED)

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
And here I lay, doomed to rot.

An eternity in confinement... The crime? Existing.



bRbfu2U.png


'It Pours' is an Action RPG inspired by Dark Souls. I yearned to make a game as engaging and challenging as the aforementioned game, so here's my attempt. This is a one-man project that'll hopefully take only weeks to create.

The game puts you in the 'shoes' of an unnamed creature sentenced to eternity in prison for reasons unknown. As you progress through the story, you eventually learn of a race hunted to near-extinction, a religious cult, and a tale of tragedy.

B9KP5gW.png


- Challenging gameplay

- 19 classes to choose from, each with their own special skills and unique abilities.

- Action battle system

- Dozens of skills to mix and match in battle.

mUUU7vT.png


Screenshot (396).png

Screenshot (397).png

Screenshot (383).png

Screenshot (384).png

AiZQt31.png


Development, plot, programming:
Blah_Blee

Tilesets:
Archeia
EvilEagles

Music:
DesperateMeasures
Dreadshadow
jStewart
Ms. Littlefish
mostly-useless
Quigon
RadiantCadenza
Soundray
TheBrogrammer

Scripts:
Yanfly
Nelderson
Szyu
Falcao
TheoAllen
Kread-EX
FenixFyreX
Soulpour777
Khas Arcthunder
Neonblack
IronCroc
Kamesoft
 
Last edited by a moderator:

Miss Nile

Veteran
Veteran
Joined
Jul 6, 2012
Messages
468
Reaction score
418
First Language
Egyptian Arabic
Primarily Uses
RMMV
Hey there,

First off, I liked the summary you provided. It may not sound like much at first but it was interesting enough for me to continue reading. It sounds interesting. :)

However, the screenshots weren't very encouraging. The mapping is a bit too plain and square. There's also incorrect usage of the tiles, namely the waterfall ones and the inside screens. You should place a border around your maps and and try to randomize things a bit so that it's not too square. :)

I haven't downloaded the demo to be honest and the large filesize didn't help change my mind, especially not with my connection. :3 I suggest cutting down the file as much as possible by removing what's not necessary for now, so you can encourage others to download your demo and give your more feedback. :)
 

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
Hey there,

First off, I liked the summary you provided. It may not sound like much at first but it was interesting enough for me to continue reading. It sounds interesting. :)

However, the screenshots weren't very encouraging. The mapping is a bit too plain and square. There's also incorrect usage of the tiles, namely the waterfall ones and the inside screens. You should place a border around your maps and and try to randomize things a bit so that it's not too square. :)

I haven't downloaded the demo to be honest and the large filesize didn't help change my mind, especially not with my connection. :3 I suggest cutting down the file as much as possible by removing what's not necessary for now, so you can encourage others to download your demo and give your more feedback. :)

Thank you for the feedback, I'll keep it in mind. After posting the thread, I've since remapped almost all of the one's pictured so it'll appear different next time. Also, I'll try to cut back on on the number of files for the demo, at least until I reach a considerate file size.
 

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
UPDATE

- Added the hub area + additional levels to explore.

- Added more bosses

- New subclasses to try out.

- New enemies

- Decreased file size

Updated demo can be found on the opening post. Testers and feedback are needed and appreciated.
 
Last edited by a moderator:

LostFonDrive

Veteran
Veteran
Joined
Feb 13, 2015
Messages
187
Reaction score
75
First Language
English
Primarily Uses
Button mappings are a little inconvenient - can't we use the Q, W, and E keys to map a skill? Holding shift to dash, then reaching for F to attack and then R (or further along) to use Magic is kind of cumbersome.

I killed an enemy once, started using a bit of magic to try and kill a distant one ahead of time, and the first respawned on top of me, in a short amount of time. Consider lowering respawn times or preventing it if the player is nearby, if these enemies pose such a threat.

The attack hitboxes are really weird and finicky. I assume this will be fixed, though?
 

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
Button mappings are a little inconvenient - can't we use the Q, W, and E keys to map a skill? Holding shift to dash, then reaching for F to attack and then R (or further along) to use Magic is kind of cumbersome.

I killed an enemy once, started using a bit of magic to try and kill a distant one ahead of time, and the first respawned on top of me, in a short amount of time. Consider lowering respawn times or preventing it if the player is nearby, if these enemies pose such a threat.

The attack hitboxes are really weird and finicky. I assume this will be fixed, though?
Thank you for the feedback. Some notes on your critique.

- I've been contemplating switching the button mappings around. Besides Q, W, and E for skills, what else would be the most comfortable for you? Would the W, A, S, D keys work?

- Gotcha, I increased the respawn times.

- I'm not sure what you mean, the hitboxes are supposed to be precise.
 
Last edited by a moderator:

LostFonDrive

Veteran
Veteran
Joined
Feb 13, 2015
Messages
187
Reaction score
75
First Language
English
Primarily Uses
Thank you for the feedback. Some notes on your critique.

- I've been contemplating switching the button mappings around. Besides Q, W, and E for skills, what else would be the most comfortable for you? Would the W, A, S, D keys work?

- Gotcha, I increased the respawn times.

- I'm not sure what you mean, the hitboxes are supposed to be precise.
-I guess, just anything to the left of the current button map slots

-I mean that the slash animation positioning seems weird, it's hard to explain it, but it feels like the relative positioning changes between directions you're facing (e.g. the animation is off-center), and there are certain times when it's clearly over you (or the enemy) yet no damage is taken - the hit didn't register. Doesn't seem like a bug, it's just the positioning of the attack hitbox or something.
 

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
Oh, I see what you mean, the animation shown when you strike with a weapon is not the hitbox itself. I've considered removing slash animations altogether, since the sound effect can get pretty repetitive, and for your aforementioned reason as well. The hitbox for axes/shivs are exactly 1 tile in front of the attacker, while battle-axes have greater range (2 tiles)
 

Briar_Rose

Queen Bee
Veteran
Joined
Oct 14, 2012
Messages
51
Reaction score
16
First Language
English
Primarily Uses
• Okay, just moments into the game, there's already one glaring issue - you need tutorial messages of some kind. I had to exit the game and look at the editor to figure out how to interact with objects. Also, what's with the sprite fading out of view and making a 'whooshing' sound for everytime I press enter or 'Z?' (By the way, 'z' is NOT the correct interaction key.) Not to mention you should look at your script.... I had to press enter twice to get the dungeon key.

• I correct myself, there are tutorial messages ... but you shouldn't have them on signs like that. You should just have a tutorial pop up automatically.

• The intro scene has a few spelling errors. It also takes a bit 'too' long to show text. I had been wondering if the game froze ...

• Again to stress this point, I had to hit enter 4 times to see the "F - Attack Key" sign.

• Those Skeletons might be too strong at the beginning ... especially when this battle system is more about bashing your way through enemies. You can dodge, but any time I can hit the enemy, they can hit me.

• Any keys for magic or items don't work.

• Figured out the whoosh sound ... you have blink tied to 'Z', enter, and space!  Probably not a good idea ... still takes multiple times to click things.

• I can't go back to the cave to heal ... for some reason?

• The hit box for the boss is a bit off ... and again, a bit too hard. I stopped playing after dying twice so early. :p
 

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
That's odd. The button mappings should work as intended. It worked properly when I playtested it. o_O

As for the boss. The hitbox is odd because it's only one event with a huge sprite. I don't think I can fix that.
 
Joined
Apr 29, 2015
Messages
20
Reaction score
1
First Language
Polish
Primarily Uses
N/A
Hi, so im bad at video games and i tried my best to win some battles but i got to low hp, i cant save (is it cause its demo?) and i cant use tonic (or magic) still trying to get futher and futher but i dont feel like being able to do it.
 
Joined
Apr 29, 2015
Messages
20
Reaction score
1
First Language
Polish
Primarily Uses
N/A
I jumped out with the previous post too soon, now i want to correct myself.

I was looking at project files and now i know how to save (im dumb) still tho tonic does not work as well as magic.

Map looks huge (how long did it take you to do this?) cant wait for full version!

Sorry for all misspelling and bad grammar (if there was)
 

interplay

Professional Idiot
Veteran
Joined
Feb 4, 2015
Messages
219
Reaction score
47
First Language
English
Primarily Uses
RMMV
Fixed the glaring button issue. Hopefully it'll work this time.

Updated version:

DOWNLOAD
 

Latest Threads

Latest Posts

Latest Profile Posts

It's been a while again, eh.
It's all over! ep 27 now I got find some other long RPG to play, any reccomendations?
Shaz wrote on Avery's profile.
I need some of whatever you've been drinking for the last few weeks!
Although I love your awesome tutorials and always want more, I sure hope you're not going to burn yourself out.
Has anyone else ever thought about how the title of Gym Leader is usually hereditary? Usually the gym leaders child or sibling becomes the next gym leader. Not always, but usually. Pokémon nepotism
I have a new profile photo and I'm loving the heck out of it! Thanks @Finnuval :kaopride:
:kaoluv:

Forum statistics

Threads
129,949
Messages
1,206,496
Members
171,165
Latest member
ruiss
Top