<body><script type="text/javascript"> function setAttributeOnload(object, attribute, val) { if(window.addEventListener) { window.addEventListener('load', function(){ object[attribute] = val; }, false); } else { window.attachEvent('onload', function(){ object[attribute] = val; }); } } </script> <div id="navbar-iframe-container"></div> <script type="text/javascript" src="https://apis.google.com/js/platform.js"></script> <script type="text/javascript"> gapi.load("gapi.iframes:gapi.iframes.style.bubble", function() { if (gapi.iframes && gapi.iframes.getContext) { gapi.iframes.getContext().openChild({ url: 'https://www.blogger.com/navbar.g?targetBlogID\x3d8701199\x26blogName\x3dIndependent+Gaming\x26publishMode\x3dPUBLISH_MODE_BLOGSPOT\x26navbarType\x3dBLUE\x26layoutType\x3dCLASSIC\x26searchRoot\x3dhttps://indygamer.blogspot.com/search\x26blogLocale\x3den_US\x26v\x3d2\x26homepageUrl\x3dhttp://indygamer.blogspot.com/\x26vt\x3d-1976900869830419303', where: document.getElementById("navbar-iframe-container"), id: "navbar-iframe", messageHandlersFilter: gapi.iframes.CROSS_ORIGIN_IFRAMES_FILTER, messageHandlers: { 'blogger-ping': function() {} } }); } }); </script>
 

Sunday, May 27, 2007
Valdis Story is a short 2D platformer with gorgeous pixel art and decent gameplay, though much of the enjoyment will be hampered by either the high resource usage or difficulty in beating certain bosses.

The Castlevania influence is visible, with double jumps, inventory screen and dash moves worked into the game seamlessly to provide a coherent exploration platforming experience. Use the space key to leap, or press the D key repeatedly to attack once a weapon is acquired.

Featuring completely original artwork and programmed using Game Maker. The demo contains two playable stages only. Does not work for Vista.

Name:Valdis Story
Developer: Endless Fluff
Category: Platformer
Type: Demo
Size: 10MB
Direct download link: click here
Gameplay Video: watch
8 Comments:
Anonymous Anonymous said at 5/28/2007 01:16:00 PM:  
Fixed-height jumps are somewhat annoying. They don't damage gameplay all that much, they just feel amateurish, which doesn't fit this game at all. Also it feels like the character turns too slow. And another nitpick - there's a small animation when the character lands from the jump, and you can't move during this animation. It feels... unnecessary. All those things combined create an impression that the controls are not as responsive as the should be. BTW, when I tried to write a platformer in GM, I also had a "landing" animation, but I had it check for vertical speed - fall from greater height took more time to recover from, while small jumps didn't have that animation altogether.

Apart from those really minor things - an excelent game.
Blogger serv!ce said at 5/29/2007 12:11:00 AM:  
Love the work this guy's put into the battle system.
Though I have to say, I expected some enemies to cease attacking whilst getting attacked (ie. the archer fellow). Just seemed I got the short end of the stick getting blasted at close range!

Love the art as well, really great stuff! (/goes to check his dev art page)

Overall the demo didn't really do it for me (which is entirely my fault btw) but this game's really something to look forward to.

@x_x
re:the landing animation - you can jump again the instant you land though so yeh, tis a bit unnecessary.
Anonymous Anonymous said at 5/29/2007 05:18:00 AM:  
About getting the short end of the stick - I was really mad when I was knocked back and into a pit by arrows FOUR times on the same screen. Well, a shotgun blast could do this, but a crossbow bolt? No way.
Well, after those four times I finally learned to wait and watch for arrows instead of making several jumps in a row.
Anonymous Anonymous said at 5/29/2007 10:57:00 PM:  
Also not being able to skip cutscenes sucks. The demon girl boss killed me about 5 times, so I had to watch her appear 6 times.
Anonymous Anonymous said at 5/30/2007 07:59:00 AM:  
I had some of the same issues. I wish the attacking animation range was wider and faster. It feels like I have to get a bit too close to the enemies to hurt them. Also the enemy attack animations are a bit cheap. Too easy for archers to snipe you, even when they're off the screen and there's no way you can see them, yet they still attack you. They should have longer stun animations, or stun animations if they don't already have them.

Next, the smaller enemies should not be blue. Blue enemies on a blue background makes it hard to see them.

Other than that the music's good and the effects are good, some of the cutscene art could be cleaned up a bit(especially in the opener cutscene when there's a closeup on the lead characters father, you've got some nasty ink marks around the outline or artifacting or something.)

But all and all a good start.
Anonymous Anonymous said at 5/30/2007 09:16:00 AM:  
Also I noticed a bug in the opening cutscene - after the words "the people of the monatstery tell me that this memory is just a dream" there' s picture of character's father, and it seems like it's implemented as a scrolling repeating background, because when it moves to the left I can see it's left edge appearing from the right. Awww, it's simpler to show a screenshot: http://img231.imageshack.us/img231/1121/valdispj6.jpg
Anonymous Anonymous said at 6/01/2007 11:40:00 PM:  
great game, i'm loving it more and more. However, the bosses are a huge workout, why the first boss was a tough one for me!

The only thing I can see wrong with this is the lack of save points. Especially when you're going to be fighting the same boss alot because hes kicking your butt!
Anonymous Anonymous said at 12/19/2007 11:57:00 AM:  
great game man. hope its finished soon :D