Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series.
If you have not tested it yet, it is a retro-vibed and paced minigame, polished during the latest months with this awesome community feedback and guided by several top-down gameplay experiences I developed over the last decade.
Lots of nice concepts spawned during the Early Access that evade a bit from the initial BLOODSAINT plan, but can nicely fit a longer sequel, top-down dungeon crawlers, and duelist-focused games... that may come soon with the design developed during this journey.
Many many thanks for the support, the kind reviews, and for taking the time to share your impressions, suggestions, and ideas for future projects! You rock!
Howdy folks... this one took some time to make, but it is pretty fun!
When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different) you get a badge and keep alive on the pit...
There were some other technical tweaks... More duelists can appear later... And I am very happy about how this tiny story is being told through gameplay and music. Please check it!
Many many thanks for the support and feedback!
https://store.steampowered.com/app/2998040/BLOODSAINT/
BLAM!!!BLAM!!!BLAM!!! UPDATE V. 0.06
Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/
GIANT WEAPONS and BRUTAL CAMERA updates
Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!
Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield".
Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without breaking the balance.
There is an alternative shader code that I crafting that will improve performance on the oldest machines, but it is not tested enough to enter this version, it may come in a few weeks.
For the veterans, some modifications on the late game (180+ seconds) will come on 0.04 as soon as I mature the 0.03 changes with players' feedback.
Many many thanks!
Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep profile backgrounds that would fit nicely on a t-shirt for a gothic/darkwave party.
Many many thanks!
Please check QUICKERFLAK 2 and BLOODSAINT if you have not checked it yet!
I am working on some bloodsantic updates and a few other projects that spawn when community suggestions are super fun but do not fit the original title. More stuff soon!
I am still working on it; the plan is to launch it in May.
There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon").
The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker.
Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks!
Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update.
We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve stuff in your own way.
It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness.
The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer.
The level generation was tuned following player feedback.
It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee.
https://store.steampowered.com/app/2799110/QUICKERFLAK_2/ If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigger that clicks super fast), allowing you to counter flak ammo for a brief time.
I will be back soon with more content!
Many, many thanks!
Rank SSS it!
All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out!
If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again!
Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure.
Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month!