Others Arma's Quest [v0.15.0] [Mundane Escapists]

3.90 star(s) 13 Votes

Laarix

Newbie
Dec 6, 2017
30
72
I think there might be something wrong with the save posted here by Win2. I succesfully extracted the save and replaced my old files with those but it doesn't have everything unlocked, only first 2 images.
 

Losertits

New Member
Oct 26, 2017
3
0
yeah, there should be an in-game tutorial. it'll probably have one in the future when the mechanics are solid enough
How do you parry?

Also where do you find the last 3 green gems, I've been looking everywhere and couldn't find them
 
Last edited:

Eepy Poss

Active Member
Jul 6, 2017
619
1,305
How do you parry?

Also where do you find the last 3 green gems, I've been looking everywhere and couldn't find them
you gotta press forward into the attack as its about to hit you, like how some fighting games work such as Third Strike. tbh i completely forgot a parry was in this game until people brought it up.
 
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Laarix

Newbie
Dec 6, 2017
30
72
The frog boss fight is quite obnoxious, his attacks don't really have windups so they are way too hard to dodge or parry (same can almost be said about horse enemy). Also id tone down the screenshake, way too much. Overall good platforming and game mechanics, it just needs fine tuning and more h.
BTW still looking for a good save as i simply can't reliably find all those gems and/or fight all those enemies again and again to unlock or see that one animation or two that im missing. I even tried changing some vars in the .Json files but it didn't unlock stuff in the gallery.
 

MundaneEscapists

New Member
Aug 16, 2021
7
8
Hey, everyone!
I'm here to adress a few of your questions/complains.

Tutorial:

First of all, yes, we need a tutorial system. The original idea was to make it so the game taught you while you played, but some of the messages weren't well delivered, namely the Scarab which you have to jump on, the parry which honestly you just have to get lucky. It's a shame we couldn't make it clearer from the get go, but now we can improve and make a better game. We already have an idea of how to implement a tutorial system that isn't very intrusive and annoying.

Dash/Roll:

There was a lot of discussion around that one and the team couldn't get to an agreement. So we tried to make it so the Dash is better used in combat, you can cancel it into an attack and the Roll would be better used as a escape tool. After the large amount of feedback regard it we'll change it into one action and tweak it.

Gaia Stone Locations:

We intend to make it so you can buy videos in game to get tips on bosses/stages and also to find the secrets. As of now please check our Vimeo account or this google drive link to find the location of all the stones:




The Boss:

For a first boss it can be quite hard, we know. We'll keep working on it to make it a fairer fight. The latest build (demo 2.03) is a little easier than the original one, but we are still going to make some more adjustments.

As always thanks for your feedback and your support.
 
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Rangaros

Newbie
Mar 8, 2018
48
56
Dash/Roll:

There was a lot of discussion around that one and the team couldn't get to an agreement. So we tried to make it so the Dash is better used in combat, you can cancel it into an attack and the Roll would be better used as a escape tool. After the large amount of feedback regard it we'll change it into one action and tweak it.
Just an idea, but you could always combine both by making it a short dash into a roll, all in one command. Like maybe the animation of her curling up into a ball as she moves forward could function as the dash, and then she rolls for a bit afterwards.
 
Jun 13, 2017
197
337
Just an idea, but you could always combine both by making it a short dash into a roll, all in one command. Like maybe the animation of her curling up into a ball as she moves forward could function as the dash, and then she rolls for a bit afterwards.
or 1st press dash, then roll on 2nd press within 500ms window. you can change direction when you roll after dash
 

Hutch

Newbie
Jul 4, 2017
27
5
Does anyone know where the rat enemy from the gallery is or is he not in the game yet?
 
Nov 13, 2017
352
378
The new version looks like real good shit just from the changelogs alone. I really like the compromise between exploration to find the Stones, and paying the merchant for their locations. Anything that doesn't make me have to resort to looking up a guide online is good game design in my book, but maybe consider having fewer in one level, something on the lines of 3-6 on one level, makes them more special and reduce your workload. This is actually shaping up to be a legit really fun game with porn in it and not vice versa. Mad props to you devs. Don't overwork yourself tho, health is important, especially now more than ever.
 
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Fidzius

Newbie
Aug 29, 2018
21
374
[0.3.1]
Other than losing track of what enemy scenes I viewed (Side UP or DOWN) which is on me,
the impossible Boss due to useless dodge and massive boss health pool,

this game is great, sort of like if Sonic was a slower NSFW combat platformer.
 

Ariyana

Member
May 13, 2018
142
217
I feel like the First Boss is a failure on a conceptual level.

The first question is: What IS a boss?

In a Level based game, a boss is a final exam. They are there to ensure the player learned what you wanted to teach them in this level. A First Boss, generally speaking, should be testing the player on the basic controls of how to play the game.

But what does this boss test us on? If the game was supposed to be highly technical, then you would want a boss with relatively low HP, but very high damage. Enough HP that you can't brute force them, but not so much that the fight drags out. Once the player has learned to chose their attacks carefully, the boss has served its purpose to teach that lesson.

This could work here, but the problem is the inflated health total and the bosses stun bar. The presence of the decaying stun bar is to push the player into an aggressive play style, in order to stun the boss and rack up damage on it's inflated health total. This flies in the face of a 'slow and measured' gameplay style, and lends itself more to a quick-reaction time game while mastering defensive dodging.

This is too advanced of a lesson for a first boss.

Also, just for a point, the falling "Health drops" are absolutely useless. They fall way too fast for you to react/move to even if they are right next to you when they enter your screen.
 
3.90 star(s) 13 Votes