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Gloom: The Pyromancer

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Pyromantic Prodigy 100 Points

Collect all 5 runes and encounter every monster in the same run

Cryptid Collector 100 Points

Complete the Omnibus

Runestone I 5 Points

Collect the first runestone

Runestone II 10 Points

Collect the second runestone

Runestone III 25 Points

Collect the third runestone

Runestone IV 50 Points

Collect the fourth runestone

Runestone V 100 Points

Collect the fifth runestone

Author Comments

CONTROLS

Movement - WASD

Camera movement - QE, JK, or mouse

Quick turn - H and L to turn 90 degrees, R to turn 180 degrees

Camera lock - Hold shift while moving the mouse

Shooting - Spacebar or clicking

T - Teleport to safety once you have all 5 runes


4/29/24 UPDATE

To keep from having to use the dead zone or shift key, run this script with AutoHotkey. Note that this ONLY works when playing in full-screen


As a note, the enemies you encounter are random every game, so even if you're bad, playing enough times will eventually get you the Cryptid Collector medal.


Play the original Gloom, released in 2021, here:

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Pretty cool concept! Especially impressed by the 3D, I haven't seen that before. It really feels like it needs more work though, to do justice to the concept.

- It says find firewood. I found firewood. I can't do anything with it though? Edit: I found something that looks like firewood but is actually the bonfire. My bad. Apparently I spent so long looking for the first piece of wood that the bonfire went out, which caused it to look like a pile of sticks. So I was trying to interact with the pile of sticks, thinking it was firewood, wondering why I can't pick it up XD

That's probably a derp on my part but I thought it was worth mentioning. (User testing is valuable, especially when the users are boneheads!)

- It seems to be an open world but isn't. I spent like 5 minutes walking into the darkness, before I realized the ground moves even though you're stuck against an invisible wall. lmao

- One hit kill? :(

- One hit kills might make sense, if enemies didn't sneak up on you, and if the controls weren't so clunky.

- The controls: the cursor getting stuck on screen edge and not letting you turn around, while a floaty zombie is about to murder you... does not make for fun gameplay! (Also, asking a player to install AHK scripts to play your Flash game... I mean at that point you may as well make the whole thing a download.)

- EDIT: Apparently there's a way to lock the cursor (and still get mouse delta) in HTML5 (requestPointerLock). To use it with Flash (Ruffle) you'd have to make a HTML5 wrapper and use the external code API. I noticed that's how Skeleton Day did its controller support. Maybe the Ruffle team can integrate this into Ruffle?

- End screen stats are broken: When I die it says "Time Alive: 0" ? Also "Firewood Gathered: 0" but I got several. Also "Kill Count: 0" and "Enemies Seen: 0" but that's also not right.

- I got ate by a tree? wat XD

- Some enemies fly away from me (while staring at me?) and are invulnerable to my attacks

- The 3D effect is pretty cool, though the way the ground moves is a bit strange. I guess Flash doesn't have perspective transform? The collision is also a bit odd, like I'm a few meters from a tree but I'm bouncing against it.

Hope this helps, and I hope you keep working on it. I'd love to play an updated version.

Kwing responds:

Thanks for the lengthy review!

So to start, the 3D engine I made for this lags if too many objects are rendered on-screen at once. One of my workarounds was to have the world be fairly small and barren, but to incentivize the player to stay in one area. This is actually the reason the premise of the game is collecting firewood and bringing it back to a central point, as it keeps the player from wandering too far and realizing how small the world actually is.

Having everything (except the Dark Wizard) die in one hit was an intentional decision to maintain tension, especially since none of the enemies use ranged attacks. I like that the player never has to look at a HUD to see how much health they have left, and they can't get complacent just because they have a lot of health. Even though the game isn't especially scary I felt this design maintained a level of suspense that fit the tone.

The cursor getting stuck is something I've done just about everything I can for, but unfortunately Flash doesn't have any features for locking the mouse in place or even detecting movement (it can only detect position.) The first game uses shift lock and keyboard controls, this one added in a dead zone as well as buttons to instantly turn 90 and 180 degrees, as well as providing an AHK script. You may notice that other 3D Flash games (like ports of Quake and even Doom Triple Pack) have the exact same issue. requestPointerLock is an interesting idea, I'll see what the folks on Ruffle Discord have to say about it.

The end stats briefly display numbers for each category (time alive, kill count) but then tick down as the final score ticks up. I did this to make it look cool but I'll admit it is kind of annoying if you want to look at each number individually, and if you look away you might not even see that there was a number there to begin with.

Once you encounter an enemy, it's added to the Omnibus where you can see tips on how to defeat them. I did this intentionally (encounter enemy first, see explanation later) because I wanted fear of the unknown to be a big part of the game's atmosphere. As you discovered, this includes the Mimic which takes the shape of a tree, and the Stalker which is invulnerable to damage until it tries to attack you.

Regarding the ground movement, I believe perspective transform is only available for AS3 and this game was made in AS2. The animation is baked, though, so I probably could have exported a perspective transform animation as a different filetype and re-imported it into an AS2 project.

fun game, but the camera is pretty weird (like you can only move the camera 180 degrees than 360 degrees)

Kwing responds:

I'm going to see if I can create a macro for auto centering it.

insanely hard, and I keep getting disoriented and lost
but still, its pretty neat

I like the game, I was surprised on how it tries to replicate a 3D scenario, I once tried to make a game like this on flash with a 360 degree visual, instead of shooting to monsters it was to shot at skulls approaching, but having made the whole scenario like you did where you can move around and objects will shrink as they get farther is just genious, although I donĀ“t know if there is an ending because is really hard.

Kwing responds:

There is an end - if you collect 5 runes you can teleport to safety.

great concept, tough to play
I coun't really get too many runes as moving and aiming are kind of clunky
the deadzone was a good idea, but even as slow as combat can be, doing that while avoiding enemies just leads to death pretty quick
great visuals as well

Kwing responds:

I find the best way to survive is to REALLY make the most of strafing. For instance, if you know the wood is in front of you and there's a monster behind you, turn and shoot while walking backwards. You might but be perfectly approaching the wood but you'll still be closer relative to if you had stood still while making the shot.

A few enemies (heatsucker and thief) can't be defeated this way but it's usually a good strategy.

It's also possible to just get unlucky with enemy spawns, if the game gives you jackets and rune golems early on there's not much you can do about it.

Credits & Info

Views
674
Faves:
9
Votes
90
Score
3.52 / 5.00

Uploaded
Apr 20, 2024
12:00 AM EDT
Software
  • Flash