Hi, one of my projects hit the Steam store page few days ago. Game got approved and final release is in summer this year.
INFILTRIA is rogue-lite top-down survival shooter game, with procedurally generated levels, enemies, loots each run. This makes every run unique and brings high replayability. Death is permanent and you loose everything when you die. You earn experience and levels by playing, killing enemies and completing random quests. By earning levels, you unlock talents like bullet speed, bullet damage, maximum HP etc..
Game is still in develompment, but on steam page, you can see alpha gameplay footage (its month old video and game made some progress since then)
I usually got worried when someone announced an early game using the template on Steam (due to asset flippers and all), but this is actually pretty good! You can barely notice the template which means that you have greatly customized the template to create your own game, congrats! That has been always our wish, we want just to give you guys a little push, so you can create something unique.
Now my feedback: - your UI is being affected by your post processing, which means that sometimes when that chromatic aberration pulses you can't see how much health you have or the exp gain, perhaps would be better not to have the post processing on your UI layer - it's pretty dark, you can barely see the player or the enemies may be a little more brightness in the scene would help - items such as ammo could use a little glow or something, to get more attention
Pretty decent game . How long did it take to complete this project? Please share your progress experience .
Hey thanks. Its probably a year now since I started this project. Im using TPC vversion 1.2.1 and Im stuck with it, since I chanhed maybe 70% of whole asset. I added tons of code and removed usless stuff to fit my game. Also had to do this becouse TPC is great framework, but its heavy on performance. In some cases its not peoblem, but I have to make the most out of performance, because my game doesnt use for example baked lightning. All lights are realtime becouse level is randomly generated on runtime. Im not using Invectors AI. Instead I used Paragon Tactical AI (also changed maybe 40% of code to fit my game). And yeay acrually I also use Evila RPG for leveling system.