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Redspike523
Redspike523

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Version Alpha 0.4 Update

Hello, this is RedSpike.

The version 0.4 has been Uploaded.

Thank you so much for waiting.

This update features the new Labyrinth "Soul Prison" and a new animated Title Screen.

Please enjoy the game and sit tight for the next version!

And also, the next planned version of 0.5 will include the both Opening Scene and a Tutorial Stage that are both related to the Main Story.

I'm eager to see your anticipation!


Download: Nakara Version Alpha 0.4

Password: z5DljmCq5eQtMT3


Major Changes and the additional content of Version 0.4

Click on the Link below for more details.

Patch notes

The Alpha Version will be updated when each Level is finished.

Feedback is always welcome! I'll do my best to get a lot of support and love.

Version Alpha 0.4 Update

Comments

Your work inspired me to make my own projects! Thank you for working so hard<3

SourBoy

This is review from someone who really like BL stuff and come in to found cute boy I would like to give 9.5/10 score (-0.5 because I'm too bad to pass the dark forest stage lmao) The lose scene was so good even me really enjoy it Ernest was really cute on all the scene the gameplay was easy yet competitive if you don't have skill issue like me the fact that the more we pass the stage the more we are much stronger was really good concept tho I will always support this game until full release wish you will make Ernest cute face again and againnnnnn and Thank for making this game up until now >-<

ปกรชัย กิตติกังวาน

And shadows need more touch I think. I will improve visibility in the next update.

UnluckyOwl

Sorry for the jumpscare 😆

UnluckyOwl

Nice Idea, If I add that, I will add this to the Game over screen.

UnluckyOwl

to add onto that further you could say "hide in the shadows (with an "s")" because just "shadow" could imply only one specific shadow where as "shadows" makes it a more general statement.

do_more_gooder

The soul prison was stressful on the first couple tries XD I didn't expect the succubus gauge to stay depleted for the next time you use it. So on the first run i used it for half it's duration just to look at the animation only to be surprised later. After looking at it more, the statue design of the soul prison is really cool. The beholder was tricky and I got her on the third try. I didn't know the eye direction could change so it came up on a side i didn't expect and caught me not knowing which side of the obelisk to hide on. For second time, when she's alerted, the glyphs on the ground stun you and she got me trying to run for a statue. The third try was a trial of patience which is an interesting shift from the usual run and gun. You usually have enough time to make your way to an obelisk and find the shadow you need to stay safe. Something interesting about the gargoyles is that when they're static they can still be alerted by the ring draw ability. Which honestly makes a lot of sense, i too would be surprised if i saw a ring fly by me! it's just funny because they're the only creature in the game that reacts to the use of that ability. The beholder and gargoyle have cute sprites in the gallery. The beholder sits in her cape like a chair and the gargoyle sits on the ground. What's interesting about the gargoyle is that she has the only sprite so far that changes direction depending on how you view her. speaking of the gallery, i was wondering if the arachne would have their own unique cage scenes. Because they happen to share the same map with the direwolf, the cages are still there with the wolves and prisoners still inside. It may fit the moment better if there were arachne with the prisoners instead, or perhaps a 5th piece with a direwolf and arachne together to suggest the arachne came in and took over.

do_more_gooder

I think, as a long-term solution, it might be a good idea to add tips at the "Game Over" screen when you lose to a certain monster, corruption etc. Right now, the only way to gain information about each enemy is to look it up here in your posts. Example the Nightmare, the Game Over tip could be something like: "The Nightmare only moves when not looked at. Don't let them out of your sight!" Another idea could be to add an in-game journal where you can read about each enemy (but only if you have encountered them), the effects of corruption and such. Or maybe Victor could tell you some advice! Basically what MGQ did for their game, and it worked well. Just some ideas though!

kasper376

played through it a few times and am looking forward to seeing more! i don't know if i missed it but the having the scenes from the cells in the dungeon would be nice in the gallery. first play through the beholder didn't search for me so i was a little confused as to where it was after reading about hiding from it. second playthrough it immediately started searching and while i was aware i was supposed to hide i didn't know what i was hiding from or should i say when to hop in the trap. i think like a little "cutscene" that introduces the monster in each new zone may help with clarity. like entering the soul prison and seeing the effect of the beholder searching and the trap beckoning you, or entering the wood and getting a little look around and seeing the monster closer when you look back.

Xeno Neko

Finally got around to play again and I really like what has been added. TLDR at the bottom. I saw that you made changes to the start menu(both the animation and bringing up the options immediately) and that you fixed the bug with the Spiders in the dungeon stage (you would think the spider would have caught that bug themselves) So I got to play both the Forbidden Desert and Soul Prison for the first time and think they are both great. I do have some feedback, though of course take it with a grain of salt. Great: - Can now use WASD to navigate the menus. - The sound when moving around the menus is nice. - The intro animation is very nice addition. - The buff menu you bring up with 'Tab' is very fun to stress test, it can even be closed before it is fully opened. - I would say that all stages still feel unique. Gathering rings from afar is strong in the Forbidden Dessert stage. Navigating to the rings in the Nightmare stage with the compass as you need to look at the monsters. The water in the swamp, invisible bridges in the Path of Belief stage, etc. The soul prison does stand out a bit as it changes a lot if you fight (hide from)the beholder. - I really like the lighting effect for the beholder, the main characters silhouette gets darker when properly hid. - Both the wolf background animations and the tentacle and succubus prisoner loss can be added to the gallery, nice. - Already talked about this before but I really like the animations and the scenes. - I like that the background is not just still images. - Is the beholder just chillin in the air when not looking for you? xd Could be Better: - WASD can be used to navigate the Menus, but to confirm I have to press the Enter Key, or use the mouse, it a bit of a shift when compared to other in game 'confirm' option. People may want to change things in the configuration, in which case they would need to 'Confirm' a lot. This could be changed to 'E', 'F' or even the 'Space' key for ease of use. I noticed that when talking to Victor, interacting with monsters etc. I can continue the interaction with 'F' so that might be a possibility. - When changing the button for using the ability to gather rings at a distance, it shows up in the corner(which is nice), but when I changed it to space, the text was too big trying to show both 'space' and 'mouse 2', and I could no longer see all of the text. - Starting up the game with a completed save and having to click 'New game' is giving a small scare every time. As in if you just completed it, close it down, start it up again, there is no 'Continue' option, just 'New Game'. - For some reason, when trying to quit the game, WASD cannot be used to navigate between Yes and No. - In game, when pausing the menu, there is a sound effect when navigating downwards using the 'S' key, but not when navigating up using the 'W' key. - What is 'Power' and why can I 'heal' it? I'm unsure if it is health or the sword bar. Source example: Mana drain. - Somebody else pointed out how they had no idea you could hide from the beholder in the shadows, I already saw your example video so afraid I can't say for sure how obvious this is or how difficult it is to figure out. Bugs: - I found none. Lastly, this is not something I consider a 'Bad thing', but I was wondering if you were going to put the descriptions of the monster into the game? I'm not sure If I remember wrong but I feel like you wrote some small bits about the monsters when you introduce them before putting them into the game. When I see games like this I tend to get interested in the 'What's and the 'Why's. Like what are the monsters and why are they doing what they are doing? Though writing nothing leaves it to the imagination of the player, so pros and cons I guess. Of course, I have no idea what your vision for the game is, so how many description or how much world building etc. etc. is entirely up to you, it does take time after all, and sometimes less is more. Sorry for the long text. TLDR: Nice game. Stages and Monsters feel unique. Excellent animations. Yay for gallery update. The menu could us a small touch. What is 'Power'?

Werechim

Played it and fell in love. Cant wait to see, what else you have in store and really looking forward to the next update. ❤️

Elsener Alex

Do save games from trial 0.3 still work on 0.4 ? cuz i cant seem to load my old file

Lua

Very Cool Update! The Beholders search sound actually jumpscared me the first time XD

Beelzebub747

Yes. Yes! YESSSSS!!!

SourBoy

That's a good point. There was a lack of information for fighting the Beholder in the message.😂 I should change the message in the next update. Like "Beholder is looking for you... hide in the shadow".

UnluckyOwl

Soul Prison is probably the coolest (and spookiest) map so far, love it. I guess my only complaint is that it was really unclear how to deal with the Beholder initially, especially the fact that they appear unkillable? With most enemies in the game you usually learn their mechanics after facing them once or twice. I eventually had to go through the patch notes and learnt of the "blind" spots, and that's how I finally beat her (thought hiding in the statues was the only way to avoid the eye at first) Anyways, really great update and the new enemies are dope as hell!

kasper376

Easy 10/10, Just played thru it start to finish. Its amazing visually and functionally my only nit pick with it is that I wish there was cumflation for both the Beholder and Tentacle Pit game over animation hopefully we see more action like that in the future otherwise amazing game.

CloudRider

same

Some random dude

I was waiting for this 🥳

Defalt

nice, 10/10

Some random dude


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