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[GAME] SORROW


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36 minutes ago, ax34 said:

Is it CGA palette?

Imho CGA had more sane palettes, e.g.:

It has yes, but this one was more inspired by one of the most commonly used color set

image.png.623693a670371597fd2dc6ea341f314c.png

my version just adds 1 more shade of cyan and Pink to give it some variation

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36 minutes ago, HrnekBezucha said:

Looks pretty good, fam. I see you got a file to run in Linux zdoom, I'll try that later

you might want to switch to gzdoom as the game uses zscript.

alternatively LZdoom should do the trick.

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12 hours ago, Redead-ITA said:

you might want to switch to gzdoom as the game uses zscript.

alternatively LZdoom should do the trick.

Okay, I'm not sure but it really feels like gzdoom is playing tricks on me. I ended at the first boss because I started the fight with 5 points of Will. And that was because I didn't find a single health item up to that point. 

 

Anyway, I do like the visuals a lot, and the two monsters I met so far. I'll try it again this evening, in case I messed something up. 

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1 hour ago, HrnekBezucha said:

Okay, I'm not sure but it really feels like gzdoom is playing tricks on me. I ended at the first boss because I started the fight with 5 points of Will. And that was because I didn't find a single health item up to that point. 

 

admittedly this game as no health what'so ever, (exept at the last map as there is a secret that accounts for it) which was mostly a design decision seeing how short the game is also thanks!

Edited by Redead-ITA

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  • 3 weeks later...

Alright, played it. Unfortunately, I have to say I didn't really like it. 

 

I don't like how little the game makes use of its otherwordly premise, and how inconsistent its mood is. It doesn't know if it wants to be a horror, or a moody artpiece, or a goofy comedy. The first level starts with a desperate message scribbled on the wall, and startles a first-time player with rapidly-moving loud monsters that come out of the walls. The second level seemingly tries to expand upon the setting (such as it is): it has those odd, unidentifiable and intriguing objects scattered around, such as the creepy crow-like things leering at you (?). At that point, I thought the game had promise as an artistic project about a strange surreal world, something along the lines of Hylics or Foreverhood. Even the eerie, melancholic music made me think this was the author's goal. 

 

...But then, after traversing this all-too-short alien landscape, you come face-to-face with a bad guy (very obviously drawn crudely in MS Paint) who taunts you with cliche lines (including an actual "muahahahaha" laugh!) and sounds like, well, a guy speaking into a cheap mic. And every time you die during the boss battle, he reacts with a tongue-in-cheek quip, sounding more like a YouTube streamer than an extraplanar horror. Yeah... there goes the mood. 

 

Gameplay-wise, Sorrow is different from most Doom games, with emphasis on fast-moving or fast-shooting enemies that kill you near-instantly if they manage to connect. The fights... aren't bad, I guess, but the game's so short that there isn't even much gameplay to talk about. While the first two levels are quite easy, the final boss kicked my ass, and I'm afraid I've never managed to defeat him. The problem is that you can't tell in advance when is he going to use the ranged attack, which is very hard to dodge if you don't see it coming; so the fight feels more cheap than anything. 

 

...All in all, I'm afraid I don't really have anything positive to say about this one. The game could be more memorable if it was longer, expanded on its concept more, and stuck to a consistent mood. 

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13 hours ago, JudgeDeadd said:

Alright, played it. Unfortunately, I have to say I didn't really like it. 

 

I don't like how little the game makes use of its otherwordly premise, and how inconsistent its mood is. It doesn't know if it wants to be a horror, or a moody artpiece, or a goofy comedy. The first level starts with a desperate message scribbled on the wall, and startles a first-time player with rapidly-moving loud monsters that come out of the walls. The second level seemingly tries to expand upon the setting (such as it is): it has those odd, unidentifiable and intriguing objects scattered around, such as the creepy crow-like things leering at you (?). At that point, I thought the game had promise as an artistic project about a strange surreal world, something along the lines of Hylics or Foreverhood. Even the eerie, melancholic music made me think this was the author's goal. 

 

...But then, after traversing this all-too-short alien landscape, you come face-to-face with a bad guy (very obviously drawn crudely in MS Paint) who taunts you with cliche lines (including an actual "muahahahaha" laugh!) and sounds like, well, a guy speaking into a cheap mic. And every time you die during the boss battle, he reacts with a tongue-in-cheek quip, sounding more like a YouTube streamer than an extraplanar horror. Yeah... there goes the mood. 

 

Gameplay-wise, Sorrow is different from most Doom games, with emphasis on fast-moving or fast-shooting enemies that kill you near-instantly if they manage to connect. The fights... aren't bad, I guess, but the game's so short that there isn't even much gameplay to talk about. While the first two levels are quite easy, the final boss kicked my ass, and I'm afraid I've never managed to defeat him. The problem is that you can't tell in advance when is he going to use the ranged attack, which is very hard to dodge if you don't see it coming; so the fight feels more cheap than anything. 

 

...All in all, I'm afraid I don't really have anything positive to say about this one. The game could be more memorable if it was longer, expanded on its concept more, and stuck to a consistent mood. 

To be fair, Consistency wasn't what i was aiming for, this game was made from listening to the song that the game uses and inspired me so much to make a game and this is my first rodeo on making my first standalone game also but aside from that...

 

i can understand if the cartoony part at the end feels like a mood killer, but given that A) All of the enemies are similarly designed like the boss and B) i voiced them all, i was surprised the mood wasn't killed by the monsters already, regardless i made sure that he wasn't no pushover.

 

the all too short alienscape was for the most part done because i only did 2 enemies and i didn't want to expand too much pallete wise and gameplay wise.

The boss has 2 attacks, one is a charge and the other is a predicting projectile attack, this is mostly to prevent players from just circle strafing them to win.

regardless il keep in mind about the ending notes you have given me, hopefully i shall see if i can deliver on that.

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Maybe I'm just a sucker for narratives but I quite liked this short game! Granted if any enemy connects an attack you die real quick.

Tasing this one was a pain cuz of how unpredictible those Void Fiend's are. Even in "TAS-time" they were hard to react to.

And yet I wonder what those password protected folders were for... I unlocked extra 1 but could not find the second password for extra 2.
Guess the arg will remain to be unsolved!

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On 5/20/2022 at 9:05 PM, Matacrat said:

Maybe I'm just a sucker for narratives but I quite liked this short game! Granted if any enemy connects an attack you die real quick.

Tasing this one was a pain cuz of how unpredictible those Void Fiend's are. Even in "TAS-time" they were hard to react to.

 

And yet I wonder what those password protected folders were for... I unlocked extra 1 but could not find the second password for extra 2.
Guess the arg will remain to be unsolved!

HOLY MOLY, out of everything i was about to expect, a tas wasn't something i'd be believing to see, still good stuff, but if i can give a quick tip to save time

Spoiler

when shooting at the boss to trigger the fight, shoot at him from afar, not upclose, so the game will noticed the projectile, hope it helps

As for the extra 2 zip folder it's not an ARG per se, but if you want to know the password to it.

Spoiler

You have to join boss for it, and after joining wait untill you see the intermission.

 

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  • 4 months later...

NEW SORROW UPDATE!!

Comes with new Music and Writing, a new option menu to allow you to turn that off if that need be and some new extras!

Update is on this link Enjoy!

albumart cover.png

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I absolutely adore the art design and narrative of this and only wish there was more of it.  I like a good short little game, but honestly it's so short that I feel like it ends only as I'm beginning to get roped in.  I see @Philnemba has made a mapset for it, which is awesome (I haven't tried it yet), and feel tempted to do the same thing myself at some point.  There's so much potential here.

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1 hour ago, Stupid Bunny said:

I absolutely adore the art design and narrative of this and only wish there was more of it.  I like a good short little game, but honestly it's so short that I feel like it ends only as I'm beginning to get roped in.  I see @Philnemba has made a mapset for it, which is awesome (I haven't tried it yet), and feel tempted to do the same thing myself at some point.  There's so much potential here.

Well i did recently updated the assets to include a slight extra amount of textures for those interested on the mapping, i'd say if i work on a sequel to sorrow il definitelly expand on those sides too (Along with the color pallete for one).

That reminds me that i have to update the OP to include OST along with phinemba's work!
(Done)

Edited by Redead-ITA

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