Tale of Crowley is a single player, single hero adventure based to follow a Metroidvania theme ( Metroid + Castlevania).
Metroidvania
Metroidvanias games usually feature non linear game play, clear/ unlock new areas by defeating bosses, claustrophobic enviroments, gates or areas closed that can be opened later with skills or items and short gameplays to favor to be re-played.
Objetive
Clear the 7 elemental chambers and find the Shadow
Features
1) Non Linear play
The game is designed in such way you can decide the order to clear certain chambers:
Fire Unlocks Water and Nature. Then Nature --> Light --> Darkness. and Water --> Earth --> Ether.
2) Each area has something
I focused in give on each chamber a different gameplay experience:
3) Skill packs System
You can pick 5 elemental spell packs (water, Fire, Earth, Nature, Light and buy 2 on the shop (Ether and Darkness), all of them gives 6 spells of the element picked.
You can get another spell pack by using level points gained with each level, or using a tome of retraining. If you want to visit many secret areas, you will need to shift spell packs
4) Skills propierties
7 spell packs x 6 spells each pack. 42 spells have been altered via stats and triggers to give a different experience. A) Skills that improves the hero and allow to obtain resources. Example: Entangling roots gives +10 wood each time casted. B) Skills that permanently reduce hero stats. Example Inmolation: cuts permanently -10 hp of the hero when casting. Starfall reduces mana permanently by 25 points. C) Skills that compensates other skills harming. Example: Inner fire: allows to recover 7 from the 10 hp points afer casting inmolation. D) Skills with aditional effects. Example: Carrion swarm spawns a bettle. Bettle gain skills in numbers. E) skills that improve. Example Frost nova improves levels when casting. Heal skills improves the healing amount considering the level of the hero 5-10-15-20. F) Skills that open doors. Only 7 skills one of each element do that. Example Flame Strike can open fire doors.
5) Optional areas to be unlocked
After a chamber is cleared, optional areas can be unlocked by casting certain elemental spells.
6) Score Ladderboard
A score ladderboard that allows you to track your kills, MC hero deaths, Chambers cleared, secret areas visited and score bonuses.
7) Small Map
I aimed for a small map to reduce walking disances to give a more fluid experience and encourage to visit again the same areas.
8) Re-visit areas
There many neutral buildings to make areas to be interesting to be re-visited such as fountains, custom shops, marketplaces, merc. camps and mines. Main Hero can mine gold from mines using the earth skill pack.
Blood Elf Priestess by Sindorei 300
Doomlord by NaserKingArthas
Blood Elf Mage & Azure Judicator Dragon by General Frank
Highborne Elf Hero by Flip95
Faceless one Mindflayer by Grendel
Ancient Sandlord by Maximal
Battle for Azeroth Sylvanas by kangyun
Black Legion Grand Admiral Johnwar
Neo Ranga Ost by Kuniaki Hashima
Changelog.
1.00 First upload, early phase.
1.01 Fixed many stuff, added score bonus system.
1.02 fixed many stuff, initial area with moon well, improved merc. camps. when hero dies, it loose 3 hp and 3 mp.
1.03 origin fix, changed hp units values, improved final cinematic.
Hello there. I just finished playing it and these are some suggestions or things I found odd:
Some things I'd like as a player:
Though I know there are potions you can buy to get mana and health, I'd really like to have a fountain (or something) in the camp to regen some. -> I know there are fountains and such but you can try some things like moon weel replenish spell or smth.
I'd like to have full MP when reviving.
Some shortcuts for spells don't match.
Since I have W3 on spanish I don't really know which door is supposed to be which element? So I kind of tried to see what's best but couldn't open all of them.
I'd add some more unit variations for mercenaries instead the common ones.
Respawning occures too quickly. Sometimes I died and I don't know what happened because the camara moves away way too fast.
Holy light can't be used on her.
Some things to consider:
Buying 2 health potions are less expensive than buying the great one and heal the same amount of HP.
I think immolation doesnt drain mp?
Each time I stroke a "score bonus", a tome of XP would be sitting waiting next to the ress stone.
When killing bosses the camara goes to respawn area in some cases, instead of the opening door.
When casting tranquility there is a green icon for spiked aura, this is important because 1 spell is left out. (I had to spend all the levels so the + for spell leveling dissapears to have the one that ones the door.)
When getting cloak of shadows one of the spell gets left behind. (screenshot 1)
I suppose the circle changes to yellow when you manage to open the door / completed the task. Don't know why these two changed to yellow. Was it because of all the levers? Update: finished playing don't know what all the levers did lol (screenshot 2).
The game ends too abrutly.
I really never spent wood.
Overall I like the idea, it was fun to play. It can be improved in many ways. I think the scale leveling is ok. Wasn't that hard nor too easy. Sometimes I did have to think before going.
I'd suggest some more custom spell for the bad guys, or some mechanics (specially the bosses). But it's good, I liked it!
Hi thanks a lot for the feedback! and for playing my map very very usefull,
an extention has been granted so I can use this time to improve further my map
Hello there. I just finished playing it and these are some suggestions or things I found odd:
Some things I'd like as a player:
Though I know there are potions you can buy to get mana and health, I'd really like to have a fountain (or something) in the camp to regen some. -> I know there are fountains and such but you can try some things like moon weel replenish spell or smth.
1-is not hard to figure out
white floor light
lava floor fire
ice or water, is water
rock chunks is... earth.
green grass door is nature.
violet portal if you were in the violet area full of portals is ether
the demonic door that goes for the dark area is the same that opens an optional dark area.
2- If you play games like Kirby, Metroid, Zelda, certain things are VERY VERY VERY HARD to figure out, either you figure out or google how to do it, this is the soul of such games. Figure out is a reward itself.
I had a beta tester and he didnt pointed it was hard to figure out the 7 chambers 7 elements stuff.
it does drain, I am kinda experimenting, since permanently cuts health, it stalls mana regen at higher levels, maybe gonna increase just a bit but not that much.
thats the idea of the score bonus,by getting a score bonus you get that free reward, if you click the circle it says as name score bonus.
probably I need to explain that more in hints...
When casting tranquility there is a green icon for spiked aura, this is important because 1 spell is left out. (I had to spend all the levels so the + for spell leveling dissapears to have the one that ones the door.)
I suppose the circle changes to yellow when you manage to open the door / completed the task. Don't know why these two changed to yellow. Was it because of all the levers? Update: finished playing don't know what all the levers did lol (screenshot 2).
Overall I like the idea, it was fun to play. It can be improved in many ways. I think the scale leveling is ok. Wasn't that hard nor too easy. Sometimes I did have to think before going.
Plot. Could improve it a bit. Why did we need to find our shadow? Was it mentioned somewhere that we have lost it?
Ending was looking too abruptly. Could be some game end short cinematic?
Gameplay. Beginning (fire area) was a bit hard and tedious, because you don't have too much hp and mp and gold, so you often have to go to the moonwell to heal. And after fire area it goes easier and easier. Like some of the late game areas mobs have like 300 hp which is less than in the very first area. Some tooltips, like boulder's one doesn't tell the damage. Other ones seems kinda useless, like immolation, cuz you as a ranged int hero need to go close to the enemies. So mostly i was using only light set.
Music sometimes breaks off abruptly. Some tracks feel a bit out of place.
Bugs/flaws. Overall, i had only bug with the divine shield, where its visual effects stays after it was used and after it expires and did randomly (?) casted by itself while it was on cooldown. (maybe somehow connected to the slow spell)
Also divine shield effect seems to be attached to the weapon, not to the origin point.
And some tooltip errors, like dark orb set item on the ground has tooltip of mana stone iirc.
Plot. Could improve it a bit. Why did we need to find our shadow? Was it mentioned somewhere that we have lost it?
Ending was looking too abruptly. Could be some game end short cinematic?
Gameplay. Beginning (fire area) was a bit hard and tedious, because you don't have too much hp and mp and gold, so you often have to go to the moonwell to heal. And after fire area it goes easier and easier. Like some of the late game areas mobs have like 300 hp which is less than in the very first area. Some tooltips, like boulder's one doesn't tell the damage. Other ones seems kinda useless, like immolation, cuz you as a ranged int hero need to go close to the enemies. So mostly i was using only light set.
Music sometimes breaks off abruptly. Some tracks feel a bit out of place.
Bugs/flaws. Overall, i had only bug with the divine shield, where its visual effects stays after it was used and after it expires and did randomly (?) casted by itself while it was on cooldown. (maybe somehow connected to the slow spell)
Also divine shield effect seems to be attached to the weapon, not to the origin point.
And some tooltip errors, like dark orb set item on the ground has tooltip of mana stone iirc.
1) is a cliche, a lot of games, have the shadow version, you have to defeat your shadow, prince of persia, the legend of zelda, metal mario, it was ment as cliche.
2) true thanks, gonna work on that.
3 there is no way to make custom music work properly in reforged version, I was studying the subjet and is not posible at some point music breaks and spawns custom human music., about the tracks, all of them are neo ranga ost, I got inspired to use such music.
and the idea is, is weird music that was the fun of it.
4) I am sad to inform that certain triggers have probabilistic bugs, in my version it doesnt bug, but it can happen a triggering overload and the last created effect is not deleted, is ugly but sometimes even most basic things fail.
is not casted by itself when is in cooldown, the skill has 2 parts, the casting part and the trigger part, after the cast, the trigger cast again and again many times.
the idea was to have an intermitent shield less overpowered than the original shield. gonna fix the origin.
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