New Demo Comparisons 2
Arma's Quest (+18) » Devlog
Here are some more videos showing some of the changes of the newest demo.
In this video we show how we changed the Anurabi fight, you can see the entire screen during the whole fight, helping you see where the boss and projectiles are at all times. There's also a screen transition when he's defeated. Other small changes include more details to the background and foreground.
As we showed before there have been some improvents to the art in some areas so they are more distinct and memorable, making traversal easier.
And here's another design change, watching people play the game we noticed that sometimes players skipped a good chunk of the stage missing out on secrets, collectables, etc. So we made a small change that force the players to explore a little more.
We hope you liked these updates and give the game a try. You can support the game and get this new version at Patreon or SubscribeStar.
Get Arma's Quest (+18)
Download NowName your own price
Arma's Quest (+18)
Arma dilleon, an elite knight is sent to a seemingly suicidal mission to slay a dragon
Status | Prototype |
Author | MundaneEscapists |
Genre | Platformer, Action |
Tags | 2D, Action-Adventure, Adult, Erotic, free, Furry, NSFW, Side Scroller |
Languages | English |
More posts
- Demo 0.16.0 Release3 days ago
- New Demo Comparisons47 days ago
- Beta Build 0.15.052 days ago
- Butterfly animations68 days ago
- New Enemies87 days ago
- Arma's Quest 4th Fanart EventJul 16, 2024
- Crossover collab!Jul 02, 2024
- Stage 1 Background revamp ConceptMay 08, 2024
- Public Demo 0.14.3Mar 22, 2024
Comments
Log in with itch.io to leave a comment.
i miss the "O. O. O.." grunts the horse made, when Arma milked the life out of him
The zoomed in camera does make everything seem bigger and more intense, but wasn't very practical from a gameplay perspective. Would need a lot of camera adjustments to perfect, and idk if that's worth that much effort for 1 room. (zooming out for certain attacks, or based on distance from boss, etc.)
We still consider doing a more dynamic camera for bosses, but it really is a case by case thing. Some bosses will be smaller but will move a lot, other will be huge and fill the entire screen so we'll really have to try different things for each one
Yeah, no "one size fits all" with this type of thing, and gameplay is definitely the priority. Plus, there are plenty of ways to get that same intensity without applying advanced camera work, by using tools like screen shake, lighting, music, etc. No doubt you guys will make your game the best it can be, keep up the good work.