Immortal Mantis cover
Immortal Mantis screenshot
Genre: Indie

Immortal Mantis

SEQUEL DEMO RELEASED!

It's not very long, but I didn't want to let Halloween go by unnoticed. Please send me your feedback/suggestions!

You can play it in: https://bit-life.itch.io/immortal-mantis-revenge-demo

GLES2 renderer + Tiny updates

- Transition from GLES3 to GLES2 renderer, that has greater hardware compatibility. Hope it helps in cases where the game gets stuck on godot splash screen and more people can experience "Immortal Mantis".

-Updates:

  • New portrait of the policeman, to make it clear that he is injured.
  • Fixed the name "Sergei", which was previously "Serguei"


Portrait preview:

Some corrections + Immortal Mantis 2?

Small fixes


  • Translation issue : Ending two newspaper says the girl is a half-sister, but the correct translation is "step-sister", because they don't have any parents in common.
  • Adding dialogue on the phone, Akin says he needs to go get the gun anyway. Some people are confused about what to do after calling the police.
  • Going from the end one menu to the main menu did not reset the ambient sound. Now it's fixed.
  • Added dialogue when getting the hut password to make it clear that it is necessary to leave.


About Immortal Mantis 2:
Yes, the game is being made. It's at the very beginning of the project, but I'm really excited!

I'm planning a gameplay that will switch between Mantis and its step-brother. In the Mantis part, you will enter people's houses and kill them, while as a policeman the player will investigate the murderer's case.

In my opinion, one thing that was lacking in the first game was a mantis chase after the player, I confess that my limitation as a programmer prevented me from doing it, but I am studying how to do this and I have already arrived at some interesting results.

Probably the game will not be called "Immortal Mantis 2", I want it to be a game that anyone can play, even without the experience of the first one. For that, my initial idea is to add a playable intro, which will explain everything about the story that is important:


I'm also already working on some scenarios:


It's all very early and open for changes, I think it's a good time to accept suggestions.

BIG UPDATE!

Ending 1:

  • New artwork and all-new text that explains the Mantis lore a little better
  • New menu, among the options there is a load to encourage players to get the ending 2
  • It is now possible to pass the texts by pressing the interaction key (ENTER / A)
  • Other small juices.


Ending 2:

  • Gameplay remake, with new items that better explain the story
  • New rotoscoping animation
  • New cutscene in the hut
  • Improved cop interaction final scene, SPOILER: Now you can rip his head off.
  • Cop scene, small change in lore SPOILER: Mantis no longer calls him brother.
  • Added ending dialog at the end of end two
  • Interactions in all papers outside the house


Paintings puzzle:

  • Added new paper that indicates the need to check paintings
  • Dialogue with the paintings at the time of the puzzle will facilitate the resolution
  • Time for the hint to appear reduced
  • Diary text has been slightly changed
  • Paper symbols that indicate colors caused confusion, the tip has been simplified for better understanding.


Improved dialogs and orientation:

  • Wrench location made easy through dialogue and with arrow
  • Indication of need to check windows through dialog and brighter windows
  • Less disorienting paintings puzzle (see notes above)
  • Switch dialog indicates you need to leave the house
  • Gate dialogue points to unlocked room and can also be repeated
  • Round the Corns puzzle REMOVED (All-new puzzle added)
  • Improved awkward transitions in the cornfield


Mantis in the hut:

  • Small room, so people don't try to walk around the Mantis


New gun puzzle:

  • Now the weapon is locked in the graveyard.
  • Small cutscene when picking up the weapon.


Other adjustments:

  • Reduces the effectiveness of spamming all buttons in the final scene to reload the weapon
  • Transition from rotoscoping to engings much smoother
  • Player freezes until the fade is over when fixing the wires
  • Minor adjustments to translations

Some necessary changes

Adjustments:
Changes to the English translation:

  • There was a text in the sink that at one point was not translated, now it has been fixed.
  • Some words didn't have the exact meaning, some of them caused disorientation in the player.
  • A text in the second ending (in the drawing) only appears in English as "..."


General adjustments:

  • The sledgehammer in the hut has been made more visible.
  • Improved the Mantis walk animation in the hut when you try to escape by dodging him.
  • Cemetery gate collision was increased, it was a bit annoying to enter.
  • Sound of paper in the cabin playing without the paper being there
  • Reset to the appropriate ambient volume.
  • "The clue", there was a problem that if you interacted and quickly flipped the paper sprite it wouldn't disappear.
  • The esc button now shows the "Quiting in..." in red not to be confused with the "Quiting in..." window.
  • Reduced glitch in the final two family photo.


Additions:

  • Change in the paintings puzzle, after a certain time a hint will appear.
  • New achievment, if the player solves the riddle ahead of time, he will receive the "Genius" achievement, otherwise he will receive "Not a genius" achievment.
  • Small rework of the "puzzle" where you need to get the gun back in the cornfield.
  • New animation when the character goes to sleep (before, he teleported to bed and teleported out again).
  • I noticed that several people wanted to interact with the headstones in the end two, so I added dialogue with each one.