Hey everyone,
I figured I should finally post something on the forum about my project, Tom vs the Armies of Hell, or AoH for short. It’s a isometric action adventure game with light RPG elements (or at least it WILL be) and is currently a one-man project, aside from about 6-7 props I had uved and textured by an outsourcing firm. I’m coming up on a kick-starter campaign soonish (if I ever feel it’s ready), so I’d love to get some feedback from the community on what they feel is missing (the answer is a lot, but I figure you guys might see/not see things I haven’t even thought of).
To give some background, you play Tom, a computer programmer at a giant defense conglomerate that accidentally opened a portal to hell. You lost your arm in the initial accident (it was eaten by a demon), but you were saved by Beezle, a little purple imp that is your guide through the beginning of the game. You end up using a combination of high powered weapondry and demon powers to fight your way back to earth (the office complex and secret lab below get sucked through the void and into hell itself). Most of the game takes place in a mix of hell (overworld) and a series of dungeons which are a combination of hell and parts of the office/lab scattered around hell. Gameplay-wise, think a mix of ratchet and clank and bastion.
Here’s a few videos, one that’s publicly available, and one that I’m only posting here since it just kind of randomly shows off two of the more finished weapons (most are just place holders until I rub some “cool” on them later).
Slightly out of date gameplay footage:
Newer Weapons:
http://vimeo.com/65191434
password: ahproto
There is more stuff on the webpage (www.armiesofhell.com) and the youtube channel if you’re interested, and some stuff I’m holding back for when the kick-starter goes up (two and a half minute 2d animated intro video, the boss monster and it’s reveal cutscene to name two), but based on what you see, what stands out as missing the most? Obviously the environment is still pretty empty and needs more debris/detailing, and the NPCs need to not be blue dummys, and there is still plenty of place-holder art in general, but anything is valid feedback. I have limited man-hours, so I’m trying to make sure I spent what precious time I do have on the right things to really make an impact.
Anyway, thanks for checking out my game, and for any feedback you guys can give. It’s been a lot of fun working on so far, but when you’re a one-man team, in addition to working yourself to death, you also have difficulty getting fresh eyes, especially experienced fresh eyes, on things
-Sean