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introspurt
I do lewd art and animation, music composition and more recently coding and game development.

Age 35, Male

Joined on 1/1/19

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CRIMSON KEEP CHAPTER 2

Posted by introspurt - September 27th, 2019


Hello everyone.


Chapter 2 took a little while longer than I expected it would, but thanks to that there's a bunch more content.

Check it out here.

As always, thanks you very much for your support.


For those who really like my stuff: Patreon

It's just a tip jar, but I'd be ecstatic if you gave.

You'll also be able to get a sneak peek of some of the art for the next chapter of CK.

Who knows? Maybe someday I can quit my day job and do this full time.

I know that's probably a pipe dream, but I'm allowed to have those, right?


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31

Comments

Hello!
Glad to see Part 2 out after such little time and a congratulations from myself. After playing for about an hour I thought I would give some honest thoughts and critiques. Take them with a grain of salt as my thoughts may contradict overall goals.
Good:
1. Animations/Art look absolutely amazing! Very impressed with the art and how quickly it was made and placed into the game!
2. Narration is way better and feels real compared to Ch.1
3. I actually like the idea of non-tempt enemies, though in the future I would like even more to see them mixed with regular enemies.
Iffy: (Possible future changes)
1. While environments are gorgeous, you might next time establish better bounds in some areas of movement. Also, a possible bug: If arrow keys are held after fight, game only registers one on movement instead of possibly two.
2. Unsure if intended but players can roam freely though the entire cave of mists.
3. Would really like to see still images in not animated scenes in the gallery similar to Ch 1
Needs Work: (Sooner rather than later)
1. Combat
i. Scaling: Ch 1 had busted scaling making combat way too easy in late game but decent at the start. This games combat difficulty is borderline Dark Souls difficulty. As someone who makes difficult games, I love seeing this, though I worry in this genre frustration could make some just go to another game. What pushes it over the edge is not that damage scales with opponents, its that xp gained from enemies does not scale as game time goes on.
ii. XP: See i. A fix would be a small multiplier that gradually increases xp gained so players have to grind but it isn't an impossible grind after the first three levels of the game. Also just didn't like how small and large steams xp compare. At lease make the large ones worth 8 so I don't feel like I've lost when encountering one.
iii. Healing: Icons for potions are swapped on enchanted vials and enchanted steam but knowing that made things much better.

If I find more I'd be happy to update, this is just of first hour of game play. Really enjoy your work and hope you keep it up to do this full-time some day!

I actually need to offer a rescinded opinion on most of my combat notes. After doing some very basic grinding in later parts of the game before trying it for real and knowing which potions are which, the game becomes much easier, though you might still take a small look at scaling overall and see how players feel about the new system.

Thank you so much for your creation <3 its wonderful. Saddly i dont have any $$$$ otherwise i would make it rain on you.