Ambiera ForumDiscussions, Help and Support. |
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Hello, I have finally managed to successfully place my life on an easy path and for a last few months I have been doing what I like, developing games :) Long ago started and now published, Return to Wolfenwald episode No.1, is available on GameJolt, ItchIo and Newgrounds. ///// Return To Wolfenwald - Snow Island World War II rages and high-ranking SS officer, Herr Zimmler, has recruited the help of the Nazi occult leader, Frau Zora, to create a new army of super-soldiers by using the powerful Red Pearl of Bethlehem. As it happens Herr Zimmler also "kidnapped" the girlfriend of the best Ally agent, Mr. Blastovich. You, agent Blastovich, are on a mission to stop Herr Zimmler and Frau Zora, retrieve the Red Pearl, and possibly ‘save’ your girlfriend, Hilda Baumann. This mission will send you directly to Snow Island and Frau Zora's castle, Dunkel Sturm... ///// RTW Snow Island Level No.2 walkthrough https://youtu.be/wOKvl_-3JCc?si=... ///// Screens https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... https://i97.servimg.com/u/f97/11... ///// Links ITCHIO https://srfstudio.itch.io/rtw-sn... GAMEJOLT https://gamejolt.com/games/rtw-s... NEWGROUNDS https://www.newgrounds.com/porta... Newgrounds upload is currently in the Under Judgment section of the site so if anyone has a NG profile and would like to help, please vote so that it can get out of UJ faster, cheers! Game is NSFW but player can skip on those parts by choosing Pass when asked to Smash or Pass. In that case the game is a regular FPS. |
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Oooff, that looks good. Nice one. |
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Cheers! I also left ReShade open so that the players can create their own ppe settings the way they like it |
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Very impressive, excellent fps, wonderful graphics, really excellent job! My only suggestion is about the enemies shoots, the "white flashs" is too bright, I suggest change the color or just adjust the glow. Good job man, I liked so much of the game! |
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looks really good is it not to hard .. i could not get past the first robot enemies ? |
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@andgameplay Thank you, white flashes are a bit heavy on the eyes with ppe, I will try to get a better balance with effects and pp effects @o139 Cheers! Yeah, robots are a bit harder to kill but if you use weapon no.3 and aim for a middle it's much easier. Check out the link with the walkthrough if you have time |
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Welcome Back to the Community @ganderolog aka srfstudio, Glad that you are working on the games again. RTW's previous version was good too, I remember sharing it in my Discord Server and Nominating it for the CC awards hosted by Unofficial Server. But it seems the old version is no more available on itch.io. The Snow Island update looks much better, haven't played it yet but will surely play it when I get some time. Screenshots looks amazing. Do you have any plans for Aziella Chronicles as well? I remember that game was a hit in CC community with an amazing storyline and turn-based combat system. Thanks for sharing it here, I will probably update the outdated link on my Discord server with this new Update. ![]() |
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Thank you so much just_in_case, it's been a while, I almost forgot my own scripts :) Also I finally got to experience that in-game flashing bug while using blur that you were mentioning. It is happening with Nvidia and not with AMD, my older pc had Radeon and nothing strange ever happened but on my new pc I have GeForce, it goes creasy when I'm switching between CC ppe and regular rendering :) I've removed the old RTW build to avoid confusion about the game versions. Can you share the DServer, I will have to reinstall my Discord on a new pc soon. Aziella is being redesigned as a regular game, it's not a nsfw project anymore, and it's a sort of a fantasy-academy thing now with different models, similar to Harry Potter concept but it has a different angle. Hopefully you will find time to test the RTW demo at some point, I'm looking forward to your feedback. Cheers! |
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i still think the game is to hard .. ive used the strongest weapon but i can not kill the first robot it moves so fast. thats my experince maby other have diffrent expirence of the game.. liked to share it with you.. |
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You are not the only one, people have been complaining about the robots a few times since I published the game :( I must admit that I don't get it, the weapon no.3 will kill them in one shot and players can even shoot from a large distances. Only thing that is important is that the aim should be somewhere around the middle of the robot. I will implement easy and hard setting in the next version of the game, hopefully that will make it ok. |
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Game looks nice-graphics very cool. For me robot is hard to kill also.. it moves towards me very fast-moves too close to me and white flash makes it hard to see anything and no time to aim it cuz i am dead very fast. what i suggest is to make first enemies easier to kill so player can get feel of the game. |
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Yeah, it seems I will have to make some changes soon, that easy/hard setting, maybe make first two robots lower on HP and a bit slower. I should of had people test the game first, it has never occurred to me that the robots would be a problem. I was actually under the impression that the shooting part is not challenging enough, I even lowered player's HP to compensate at the last moment, five days before publishing :( I'll do the rework soon and update the game on platforms. |
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@ganderlog, So I got some time to play the new version and really enjoyed playing it. Killing Robots is just a single-shot kill if you use the gun in the third slot. Things that I find missing and would help if were there, and I am suggesting those that I think can be easily implemented in CC. Name of the gun with its strength, for example, how much damage it will deal to the enemy. That way it will be easier for players to understand which gun is important for which enemy. Enemy HP Bar If you don't use the projectile gun it's hard to guess how much HP the robots or enemies have, so maybe a small health bar over each enemy head will make it easier to get an idea if we can kill them with low damage weapons or not. BUG with robots Even after killing the Robots, and even after they are dead they can eat up the whole health if they come in proximity with the player, maybe it was intentional that they will explode with electric discharge that can damage the player, but robots should stop immediately when they are dead, I noticed that sometimes they slides in towards the player even if they are dead. Flash and Smoke Flash and smoke when the enemy shoots or the projectile is launched kind of make us unable to see the target for a second, so maybe improve them a bit by adding some transparency to them, make the smoke only appears around the gun and impact area and not spread to the whole screen. There is this one big crosshair-like thing I am not sure if it's the part of UI or not that always stays on top of the screen. Talking of UI it would be nice to have small icons for the ammo, and player hp, and I am not sure what the other number for there maybe it's number of prisoners rescued so having small icons around them will give us an idea of what they are. Also, there needs to be a save or checkpoint feature, you can use the Doors for them, so that when a player dies and the game restarts they don't need to start over, I assume that is already planned by you as the Menu has a load game option. I am glad that you made a link back to the CC engine in the menu. I also liked the info panel as well, I didn't know that there was stats for how many Nazi symbols you destroy, was it in the previous version as well. I remember destroying the symbols but unable to recall if there were stats for that as well. Maybe you should also use some emissive texture or boundry around the switches and keyholes, so that they stand out from the rest of the game, and can easily be recognized. I really liked the sound effects, but don't know why you used the chilling wind sound even for an indoor level, maybe to give a feeling that we are in the snow level. Overlall the game is enjoyable and does provoke me to complete it, I mean it doesn't bore you even though you need to start the game over and over again to reach it, it provoke you to beat the boss and make it challenging. There are not that much game in the community that will give you that feeling to come back to the game and complete it. Most of the games are just one time play and go. So having this har difficulty in my opinion is good, just make a little change to the AI, let the AI' don't shoot when it sees you immediately, add a little bit of delay maybe of second. It starts shooting immediately as soon you enter the areas, and even if you are hiding behind the wall a little, it will still shoot at you. As there is no health pickup for now, I was only able to get as far as second coming of the Robots where they are patrolling the area, will play it a bit more to see If I can explore a bit more of the game. Thanks for sharing it, hope this feedback will be helpful. ![]() |
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Thank you for testing the demo and for taking the time to write this comment, it is very much appreciated. Destroyed Nazi symbols count is taken from Return To Wolfenstein game, I always liked that little detail while playing :) HP packs, flashing and getting hit behind the wall are on my to-do list. First is easy, second is solvable just by tweaking the PPE and white balance but walls are a bit harder because some of them are 'leaking' and bullets can go through. Making switches and keyholes more visible was my first move, but after I implemented the help system with icons, it didn't make much sense to overdo it. Help icons can be turned on/off at any moment by pressing the H button. I really like the idea about gun-names and HUD icons, it could be helpful to the player and would also make HUD a bit more interesting. Robots have electric attacks as a part of their defense and they are lethal even after being shot. If a player comes near them before they disappear he will be dead instantly, it should be considered a tactic to shoot them from a distance and then wait for them to disappear before going forward :) I did implement an enemy HP bar and then HP digits but was not happy with it because it made the game look more like RPG and less like FPS :( You are right about the wind sound, I just like it as a reminder that there's a snow outside :) Thank you again for playing and for great feedback, cheers! |
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