Monday, 15 June 2015

AoA - Demo v0.6

Now with stagger bar

File size: ~12MB
Password: aod

*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking

I've put together v0.6 in a hurried state, I didn't get to test it very much. If you do find bugs and glitches, please do tell me about them in the comments below! I'll try my best to fix them ASAP.

Also, if you happen to have a gamepad (x-input or direct input), help me test out AoA's gamepad config a bit? It was kind of buggy in v0.5 but I think I've fixed it.

Release Notes - v0.6
  1. New enemies types "Slime" and "Cultist".
  2. New boss of "Archer" type.
  3. Rounds go up to ROUND [20].
  4. New skills "Endure" and "Speed Up".
  5. Changed aim-mechanics of Shield Throw (now require you input 'attack' to throw).
  6. Changed aim-mechanics of Rush.
  7. Round selector handling (now able to select rounds).
  8. Animation now unlock following your highest achieved round:
    1. ROUND [1] : Animation (1) -------- Implemented
    2. ROUND [10] : Animation (2) -------- Implemented
    3. ROUND [20] : Animation (3) and so forth  -------- Unimplemented
  9. Stamina bar implemented (next to Lust bar). Player will be knocked down when bar depletes.
  10. Increased player speed slightly.
  11. Increased drops pickup amount and speed.
  1. Nothing happens after ROUND [21]. You will have to restart game by jumping off the cliff or pressing F2.

Known Bugs
  1. You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
  2. Running left and right for a while will cause a small "unintended change of direction".

Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys

Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode

Game Menu
Enter - Pause Menu
ESC  - Exit/save menu

Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7'      - Enable/disable debug text


If you got a feedback, let me hear it in the comments below!


  1. So the cultist are futas or they got some strap on with ammo LOL Is there going to be a gallery menu to play the h-animations in the game? and is there going to be an upgradable heroine sex skills in the skill upgrades menu?

    1. Well they are cultists so they could have summoned and equipped demonic penises. Yes I plan to implement a gallery. Yes there may be sex specific skills later on (still pondering on this atm). Have you encountered any bugs or game breaking stuff?

    2. So far I think, no game breaking stuff and bug I encountered. Will post here if some bug comes up.

  2. Just wanted to say that this game is really coming along! Quite impressive. Also I love your sprite work, especially the new cultists (I've been following your dev since early labcoax - which also had awesome sprites)

    I didn't encounter any bugs at all in my play through just now.
    I assume that when you upgrade your max health it's intentional that your health refills? (a handy thing to do in combat when almost dead)
    At this stage the game feels quite "game-like".
    The change to the shield firing is great.
    I find that the default movement speed is a little sluggish though - the ramp up feels a little slow when rapidly changing direction from a stationery start. If you changed this, though, you would probably end up too powerful unless you changed the speed of the enemies too. I guess the current speed suits the pace of the game in that regard.

    Looking forward to your future stuff!.

    1. Hey retox, always good to hear from a long time follower! I'm actually pretty bad with higher reso stuff and generally stick with low reso.

      There's actually a non-obvious bug, where clashing attacks won't trigger the passive skill "Swift". Yup players get full HP and shields upon levelling up the respective passives. I think some leeway is okay.

      I am actually doubting if the game even feel game-like at this point because it still lacked lots of ambience (bgm, various SFX). Good to hear affirmation! Speed will continue to be balanced (still a little on the slow side I feel) as I tweak the difficulty.

      Now that most of the game handlers set up, I shift my focus to making bosses and enemies.

  3. Good demo releases as always! I understand that this game is still in its alpha/pre-alpha stages of development, but I'll just leave some of this here.

    I find that even in a crowded arena, shield toss never bounces more than three times. I do enjoy the satisfaction of landing the perfect angle to get a couple of bounces, but the payoff feels like too little. It would be cool if each successive bounce dealt more damage.

    It can be confusing from a player's perspective to have a double edged sword type skill (self damage, high damage attack) that increases both the negative and the positive as it is leveled up, since the player is already spending a resource to obtain what can sometimes be less useful than the lower level skill. I'd have an easier time choosing if the health cost was always an amount, or decreased as the skill was ranked up.

    Again, in a similar vein, fully leveling the charge skill tended to cause a lot of accidental suicide. Unless there is a way to cancel the charge that I haven't yet discovered, that could be a great feature. Also, aiming tends to be difficult since the brief moment given before the charge starts isn't always enough. I'd love to be able to hold the skill key to have the aiming sword pop up, then release it to begin the charge.

    Lastly, and probably the most pressing complaint is that experience is hard to pick up. Running over the experience doesn't work, so you have to stand near it and wait for it to gravitate to you, interrupting gameplay. I really enjoy the fighting, and having to stop and collect in any fashion is something I would like to avoid.

    I understand that some of these petitions may already be on your TODO list, but maybe I've mentioned something that could make this a better game!

    1. Hey there. Firstly thanks for the very constructive feedback. They go a long way in helping me balance the game as they sometimes gives me a different perspective to look at. So keep them feedbacks coming!

      All points raised here are super valid. I'll reply in point form:
      1. Shield throw not bouncing more than 3 times is an oversight, I'll check it. Meanwhile upgrading could give decreased cooldown. Believe it or not, shield throw initially needed a shield to throw (bad idea).

      2. Will continue to change both the doubleedge and charge skills, and balance their cost against payoff.

      I can see why picking up can be frustrating. I'll increase the pickup rate & hitboxes. My initial design for the pickups is such that players have to make decision to continue to collect XP/HP against encroaching enemies or play it safe and forgo the loot. Basically made so you don't have to pick everything every time. Guess I may have gone overboard with this heh.

      Looks like there's it'll get busy

    2. Thanks for taking these ideas so seriously! You remind me of why I enjoy independently developed games. I'm not sure if you got what I meant by bouncing more than three times, so I'll just clarify. I don't mean to say that the shield cannot mechanically bounce more than three times, but in practical use, the shield bounce has never exceeded three for me. Since there is no homing mechanic (as far as I can see) after each bounce, I find it impossible to intelligently land any of the subsequent bounces after the first few.

    3. Yeah I can see that it is quite difficult to practically use it. I'm thinking of having shield throw "pierce" instead of bounce at higher level or by giving it a shorter cooldown so it stand a good chance to be useful.

  4. Hey there, it's me, Alastor! I enjoyed this demo version quite a bit, the more I played and progressed the more fun I had. As I entered Stage 2, waves 11-20, I believe I encountered a glitch of sorts. After getting my ass kicked I chose to respawn and try again from wave 11. Once I respawned in, the Heroine (does she already have a name?) started with an empty stamina bar. This lead to me being stun locked by enemies. What would usually happen is I'd be heading towards an archer or a mage and a slime would hit me from the side, which would result in me being knocked down and then immediately hit by the mob of soldiers, archers and mages. This would either outright kill me or knock me off the arena. Basically I don't have a problem with being completely beaten down by a mob, I just have a problem with spawning with no stamina, as it pretty much equates to having one hp, with or without a shield.

    Speaking of the shield, I had a few issues with it in regards to not only my usage but the enemies' usage. By this I mean: the enemies seem to have more hit box leeway than the heroine. for instance I'll dodge an enemies' attack and circle around behind him for a free hit, only to have him spin around and block. It's hard enough to pull off a counter attack from behind with a group of soldiers chasing me, so it's even worse when a well timed hit is counted as a block by the enemy. On the other hand the heroine's own defense is not nearly as forgiving as her enemies'. I've had situations where I'm facing the enemy and the attack still counted as a hit; normally this would happen when running towards an archer, I'd be hit by an arrow and then take additional damage from the pursuing enemies, if not killed entirely.

    These are pretty much the only problems I remembered that I hadn't seen covered already.

    My mind was blown when I realized health and what not could be upgraded. The most useful skill I've found is the rage mode ability, where the heroine becomes invulnerable for a few seconds. I've used it to prevent stun lock and have a bit more insurance when sprinting towards a health drop. In waves 11-20 it felt the most essential, alongside maximum health upgrades. The spin attack was not commonly as useful as it's radius required basically point blank range to be counted as a hit. I think either increasing the time of the spin or increasing the spin radius will make it a much better defensive option. As far as offense wise I have not noticed an increased damage payout from the few times I've used it.

    The charge attack feels very difficult to control, which would be okay if it had a big benefit such as knocking enemies down (and consequently, their shields out of their hands). Instead it sent me hilariously off the edge of the arena which lead the enemies to stand and stare as if to say "Holy shit, that just happened."

    Great update, those were the problems I encountered.

    Wishing you the best,

  5. Hey Alastor!

    I must have forgotten to reset the stamina when a new round starts. I'll look it up!

    I actually have a fear the knockdown mechanics would be frustrating. For one, not being able to knockdown whenever the player wants. Secondly, immediately getting mobbed upon knockdown (this was the design because knockdown shouldn't be good). Few ways I may employ to handle this:-
    1. Invulnerable when knocked down.
    2. Have a passive skill that doubles stamina.
    3. When recovering from knockdown, you deal damage to surrounding enemies.
    4. Faster stamina and knockdown recovery.

    The combat system may be a tad complicated and require some time to learn. Here's a few things that aren't quite obvious:-
    1. After an enemy's attack, they are left vulnerable regardless of whether they have a shield and is facing you. During this short duration you can actually just attack from the front.
    2. Player direction is determined by direction of travel. If you are facing north but is in a momentum going south, your direction is south regardless of player sprite. That means if an attack is coming from the north, it will hit you. I'm looking to change this but I can't find a way yet!

    I also completely forgotten about the spin attack. I'll go back and buff the range a tad and reduce the cooldown. Some of these skills are meant to keep out enemies or used as an escape in case players find themselves mobbed.

    The current AI still isn't smart. All they do now is mostly aggressively pursuing the player, sometimes wander elsewhere and less idling in place. I hope to have the enemies adjust their behaviour according to mob size. It's not very nice to have a whole mob just tailing the player.

    Thanks again for your detailed write up. Look forward to your continued testing!

  6. Its pretty good already!
    Crystal Ball rape, never seen that before :D
    I think that your own shields shouldnt vanish after dropping on the floor, otherwise it forces the player to abandon the hentai part and quickly aquire their shields again, thats at least why i did not see any hentai for my first level 1-21 playthrough

    - when you go in fullscreen (alt+enter) almost everything is offcenter and the money(lights?) cant be seen anymore

    1. Hey JoJo long time.
      Hmm I guess I could make the player's shield drops last indefinitely but this may be abused. They could be hoarding shields via this method.
      The HUD didn't scale well if you use alt+enter instead of F4. I'll change this in the next release, no worries.
      Also glad you enjoyed this release! Were the other bugs you might have encountered?

    2. No i didnt find any more bugs, but there is one thing that could be abused even more than the shields
      When you get knocked down and grabbed you still recharge your abillities
      therefore you can use the invincibility skill->get thrown down->wait til its up->use the skill instantly again (and cycle)

      The shield abuse
      what if all shields vanish aside of the last one that has been dropped? Or this rule may also apply to the players shields only
      (i dont know anything about programming and could imagine that this may be a lot of work for very little changes, so im just brainstorming :D)

      The first is kinda easy i feel like, but its still the first boss i guess ^^
      i only fought him once but he didnt even attack me at all
      however a random thought i mine is that he may use the skills of the herione aswell, for example throwing a shield or doing the whirlwind attack (he could charge up a red bar to show the player when he initiates it?)
      just some thoughts, maybe i was just lucky and he has threatening attacks already :P

      keep up the good work and do at least one thing you can enjoy every day!

    3. I'm not too worried about the knockdown abuse because you have to actually take hits and lose health to be knocked down. This mechanic actually seems really bad because it breaks gameplay to a halt. Have to balance the negatives and positives of a knockdown at the least.

      Those are great ideas actually. Having only one shield drop allowed while the previous ones disappear is a pretty good solution.

      Yeah bosses get stunlocked/idle quite a bit. I'm gonna address and change that too. They're not very smart still :/

  7. So, any ETA on the next version to test? If you don't mind me asking.

    1. Hey I don't mind at all. I'm really hoping to release v0.7 this weekend. Still much to be done! Will be counting on you guys to help me test it.