Sunday, 19 July 2015

AoA - Demo v0.7

EDIT #1 [2015/08/02] - The 'Survivor' passive isn't full working now, projectiles will straight up kill you because I forgot to include a "check on player death" event within them.

Now up to ROUND 41

File size: ~12MB
Password: aod

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

Here's v0.7 after much waiting! Not too far from v1.0 now and I really really hope I can reach it soon. Obviously there is still much to be done, so it is best  I continue with the momentum or ... no I refuse to think of it not finishing. Once again I have not tested it thoroughly so expect updates/fixes to this release.

This release will feature some balancing, especially to the bosses and the H-animation part (see release note below). Help me test out the changes and tell me what you think about them in the comment section below!

Release Notes - v0.7
  1. New bosses for ROUND 30 & 40.
  2. All bosses now have temporary knockback immunity to avoid being stunlocked to death.
  3. Rounds go up to ROUND [40].
  4. New skills "Seriate" and "Survivor".
  5. The Rush skill now able to be cancelled halfway by pressing 'attack'.
  6. Player now have short invulnerability and damage enemies on wake-up from knockdown.
  7. Now only grant HP on filling up the lust bar ONCE per sex engagement to avoid HP exploit.
  8. Increased drops pickup speed & radius slightly.
  9. Full-screen by pressing F4. I have temporarily disabled ALT + ENTER.
  1. Nothing happens after ROUND [41]. You will have to restart game by jumping off the cliff or pressing F2.
  2. Boss animations planned but not yet worked on, will be much later (possibly v0.9).
  3. Still no BGM!  =(

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".
  3. Shield throw sometimes immediately hit the same enemy more than once.

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. Alright, new release! Gonna fire this up tonight!

    Quick question, is there a way to reset stats and skills and all that? I can't seem to figure it out. I would like to start fresh for this, see how far I can get.

    It's gonna be awesome either way. Thanks for your hard work, I'm going to enjoy this!

    1. I was thinking of adding a "Reset Skills" button within the pause menu soon. Meanwhile if you're still looking to reset the skills, edit the "savegame.ini" file and put everything within the [skillbar] and [skill] section to 0.00.

      Said save file can be found at:

      Thanks for helping me test it out!

  2. If you want to reset your skills and experience, there's a folder like this: C:\Users\Admin\AppData\Local\AoD_Alpha2 somewhere on your computer. If you erase everything in there, it will reset everything. If you want to keep the game from saving your stats, use the close-window x to exit the game rather than hitting escape.

    I dig the new build, mostly. Things I really like: the spare shield you can keep floating around from level to level, the new bosses, more levels.

    Things I don't care for so much: the slimes seem nerfed (they were much harder to kill in the last build, and even though they didn't do health damage, they could still knock you off the edge or stun you). Maybe have two different types of slime--and if they looked the same, that would be awesome, so you wouldn't know whether it was a blocking/stunning slime or a no-block/health-damage slime.

    Also, the pacing seems weird. By the time you hit level five, you've got four different enemy types, and at level eleven you add another, and then... nothing. No new enemies for the next thirty levels. Even palatte-swapped enemies who have a special skill, like a charge attack or a thrown weapon, would help scale the difficulty level and bring new challeneges.

    Overall, I'm underwhelmed with the update--but I'm still playing the hell out of it. :) This is a solid game!

    1. Dang those are spot on observations.

      I may have decreased the slime's aggro range and aggression when I edited them to now do damage. I forgot to make them do damage the last release, sorry for the confusion.

      The pacing was carried over from last release with only 20 rounds Max so it introduced new enemies too quickly. I'll rework the pacing next release since we'll have even more rounds.

      I'm looking to add 2 more enemy types. Hopefully what I have in store would provide enough challenge to players. Look forward to the next release!

  3. Solid game, would lower the curve a tiny bit and maybe consider adding a leveling system for base stats.

    1. Yeah, the pacing is a little too steep currently. Will be slowing it down in the next release since we have more rounds to play with now.

      The design for this game only involves a leveling system for skills and things like HP, Speed. A base stats leveling would further complicate things because then everything has to scale with them so I won't add them.

      Perhaps in the next game :)

  4. Found a bug. When I defeated the Slime boss, one of his slime minions became invincible. My attacks to it do not register but it can damage me. The game wouldn't progress to the next stage because of it and I had to suicide in order to reset the game state.

    1. Thanks! I'll try and pin down the problem that's causing this. Right now I have no idea why some slimes failed to be killed when SlimeBoss gets defeated. The tiny slimes sometimes even come back to life even after death.

      Does this happen very often?

  5. Either a bug or unclear on what this skill does: Level two "don't die" skill, which protects against fatal blow or fall--I fall off the cliff, do the charging back from the edge thing, and the cooldown timer goes and resets. An archer hits me with an arrow, takes my last life... and I stay dead. Was the skill supposed to revive me, or is it broken so that it works against hits at level one and only falls at level two, or is it a one-use skill that you then have to repurchase?

    1. The survivor skill supposed to give about 3 seconds worth of invulnerability.

      @ LVL 1: Survive against hit death only.
      @ LVL 2: Survive against both hit death and fall death, whichever comes first.

      Cooldown should start upon any of those trigger. If the cooldown isn't working, its probably a bug (or unintended). No need to repurchase as it is a passive skill.

      I'll double check the skill again. I believe I might have missed something there. I'll get back to ya soon

    2. The cooldown timer seems to work; it counts down from 30. I tried deliberately jumping out of the arena in Round One, let the timer reset, and jumped again at the end of Round Three, and it worked fine. Repeated the experiment, jumping twice during the same round, it was fine. Let them kill me, and then after the timer reset, I jumped off the ledge, and it worked fine. Did it again, but let an archer kill me... and the bug repeated. It looks like there's something different about the damage done by the archers; I know the brown swordsmen work right. Was going to test the other enemies, but I was fighting Sloan and got another error--I hit enter while he was dying, and it gave me a fatal error message and closed out. :(

      I'd say check the skill by jumping off a cliff, then letting the cultists kill you. See if there's a difference between ranged attacks and melee ones.

      Good luck! :D

  6. So, I think it's the crossbowmen who are broken. Using the skill, even if I haven't previously jumped off a cliff or been killed, if I let the crossbowmen kill me, I just plain die.

    Same thing happened with a cultist. Pretty sure it's linked to the objects they use to kill you. :)

    1. Hey you're right! Looks like I forgot to implement "check on player death" event within the enemy projectiles (both arrows and bombs). They should work properly now (in v0.8). Editted the post to reflect on this.

      Apologies for the late reply :P

    2. Yeah, man, how dare you take, like, four days to respond. :)

  7. I would love to see more of this.