Hey everyone! Since I'm not too great at programming I did the art for another developer's project. I made all of the art for Devin, who is a very talented game developer who you can follow on twitter @DevinColeSG. Please show him some love!
A single procedurally generated boss battle in a nightmarish abstract horror world.
Wraithslayer takes place in an abstract horror world where the player is bound to a single fight against a monstrosity known as a Wraith. Dodging the Wraith's relentless attacks while collecting orbs to weaken your foe will provide a nightmarish and challenging battle.
Simple controls. There's only jump, dash, and dive. You'll have to be creative with your movement if you want to defeat the Wraith.
Procedurally generated AI. The Wraith randomly picks from a wide array of moves to demolish you, making each fight very different.
Dark silhouette art style. Explore the many ways you can die through the pulsating darkness of the Wraith and its lair.
Multiple Game Modes. Normal, Endless, and True Wraith game modes provide varying levels of difficulty and high replayability.
Good luck, the game is HARD.
SmashGames has become a little dev community now and has 4 people, with everyone working on their own projects. I hope to bring on 1 or 2 programmers by the end of 2019 to help me revamp Roguelands :)
Thanks for your time.
Sean
Roguelands vs Magicite
Which game did you like better? In terms of the world, which one do you feel had the stronger theme/story?
This will be a fun experiment...
As always, thanks for your support!
Sean
I've been doing everything wrong and I'm sorry.
Hey everyone I know I haven't posted here in awhile. First off, I don't want to make any excuses for why there hasn't been any Roguelands updates. I want to come clean and be honest with those of you who have been so supportive of me.
I have come to the realization that I have been making games wrong. It has been 3 games now that I have started and then abandoned. The thing is, when I start a game, I get obsessed with the idea and work on it everyday for hours on end. After a dev cycle of about a year, I launch the game with the intention of NEVER working on another game. I always think "This is it. This is the game I will update forever because it is going to be the best I can do."
Then the game launches. Many people enjoy it, many people have valid criticisms, and many people absolutely hate it for whatever reason. I see all of these responses and think to myself wow this is not the best I can do, I need to start over with something else. This is the worst thing for a developer to do to the fans and I kept thinking to myself why do I keep running into this problem? But then it hit me.
I've never had an end goal in mind when I start a project. There has never been a proper ending planned. Magicite didn't have it, Roguelands didn't have it, and my mobile game Dragonbolt Vanguard sure as hell didn't have it. This is a HUGE disservice to the players because they can invest time and money into the game but there is no defined end game payoff.
I also make the mistake of "promising" things when really they are just ideas that seem cool at the time. Examples of this are expressed through my many twitter and reddit posts.
There are many players who have a decent amount of hours played for all of my games, but usually they end up being confused as to how or when the games are supposed to end. I just want you guys to know that I've never had a solution planned. It took me 3 games and a whole lot of upset people to make me realize this enormous mistake.
Look, I know some of you are♥♥♥♥♥♥♥♥off about how I've handled things, and I can't blame you. I'm just a dude who likes to make games and this has been a really hard lesson to learn. I can't blame those of you who will never purchase/play my games again because it has been 3 times now that I've wronged you.
I just want to come out and say that I can never quit making games. I get anxious if I'm away from my computer for too long or if I don't have a notepad to scratch down ideas. Ever since I launched my first (failed) mobile game back in my college dorm room I was addicted. I'm always on this quest to get better and better and it can actually be a detrimental obsession, oftentimes making me ignore other aspects of life.
I want to let all of you know that I'm working on one game from now on until it is complete. It will be my FIRST EVER single-player game. It will have a story with a beginning and an ENDING. No one will play it until it has 100% content implemented, and Early Access will be strictly for catching last minute bugs. It's going to be a relaxing RPG set in a world that has already been saved, with many influences from Animal Crossing.
Like I said before, I don't expect any of you to buy it or support me because of my past mistakes. But I just needed to get this off my chest and to tell you what has been going on with me as a developer and as a person. The truth is, I'm a fragile incomplete guy that only wants to make the perfect game and to hopefully make a few people happy along the way. If you give me another chance then I will prove to you how much I've grown as a developer with a complete game. If not, then I hope this post at least gives you proper insight as to the reasoning behind my actions and shortcomings, and I am truly sorry I dragged you into this mess. There are plenty of other indie devs who have their crap together and are more deserving of your time and money, so definitely go support them.
Thanks for everything these past few years.
Sean
Roguelands v1.5.1 Released!
Roguelands v1.5.1
Fixed Might Shroom spawning in walls, now spawns at the entrance of the level after a few seconds.
Fixed stat loss if you gain multiple levels at once!
Fixed certain enemies not counting towards record for Monster Crafter Olaf.
Fixed Ultra Bosses spawning in incorrect planets.
Fixed Overworld Uniform not unlocking after defeating the Creator in Ironman.
Fixed Inferno description.
Reduced Mykonogre and Glaedria's HP by 600,000.
Added Kawaii Lemon [New Helm] - Rare drop from Tyrannog.
Added Old Chap's Hat [New Helm] - Rare drop from Shroomwizard.
Added Nolic Beats [New Helm] - Rare drop from Gruu.
ROGUELANDS v1.5 Released!
Hey all! Here's a pretty meaty build before I head out to Washington DC this weekend! I took a lot of your guys' requests/feedback and changed a bunch of stuff, all while adding some new crazy bosses and gear :)
Roguelands v1.5
Fixed Opening Storage & Entering Combat mode exploit
Demon's Rift no longer provides Gear EXP.
Added Droid stats!
Droid stats are flat bonuses and do not scale with tier
Added Slimecraft Helm (1/20 Chance drop from all slimes)
Added Monster Crafter Olaf [New NPC]
Added Jonathan [New NPC]
Added 8 Ultra Bosses
Droid Fuel is now "NulDMG Potion"
VIT from gear is no longer halved.
Added Pegelda, Queen of the 4th Age [New Arena Boss]
Added Dragonbolt Mast [New Staff]
Added Queen's Helm [New Helm]
Added Queen's Armor [New Armor]
Fixed 4th Age Cannon texture Bug
Fixed Winston/Seizer not spawning Bug
Fixed Attacking Bug
Thanks so much for your support! Pls comment or email me any bugs you find and I'll upload hotfixes for you. :)
-Sean
P.S. I need some ideas for the next couple of planets! Maybe another market or some crazy area for a new boss?
Roguelands v1.3 Hotfix 2
4th Age Cannon Pink Bug Fix
Fixed Badges not appearing on wall Bug
Changed Avalancher Unlock requirements to be player level 150
Tyrannog won't spawn in the Cathedral anymore lol
Cathedral rocks now hit for 35
Plain Stick now crits for 700 damage
Increased spawn of Winston a bit
Fixed Faust deleting the ground in mech city
Roguelands v1.3 Hotfix
Fixed Astra Pink Square Bug.
Dune Dredger Winston now actually gives you portal uses to The Cathedral.
Creation Machine spawns in The Cathedral, not Old Earth.
Roguelands v1.3 Released!
Hey all! Here is the third storyline: the much requested Church of Faust!
This update is packed with tons of other stuff too, including new races, new enemies, a new biome, and a new Forbidden Arena boss.
Added Creation Machine: Combine 3 Tier 4, 5, & 6 emblems for a chance at getting rare gear/chips. Accessed in THE CATHEDRAL.
Zephyr Emblem: 5% Chance for Scheg's Bow [New Weapon]
Flamethyst: 5% Chance for Darkfire [New Combat Chip]
Existence Gem: 5% Chance for 4th Age Staff [New Staff]
Star Fruit: 5% Chance for Roehn Ring [New Ring]
Aether Bulb: 5% Chance for Aether Armor [New Armor]
Chaos Leaf: 5% Chance for 4th Age Shield [New Weapon]
Beast Heart: 5% Chance for A Plain Stick [New Weapon]
Shiny Scale: 5% Chance for Aether Shield [New Shield]
Ectoplasm: 5% Chance for 4th Age Gauntlet [New Weapon]
Thunderworm: 5% Chance for Perceval Ring [New Ring]
Glowfly: 5% Chance for Aether Helm [New Helm]
Plasma Moth: 5th Chance for 4th Age Cannon [New Weapon]
NERFED Forsaker's Mask. Now it only halves the cost of Combat Chips, rather than making them all cost 2.
Added a delay after using Augur so you can't stack them as often.
Baalfog now has 200k HP, 40 base atk
Azazel now has 250k HP, 45 base atk
Added Axelark IV, The Machine Knight [New Forbidden Arena Boss]