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“Party of Sin” is a cooperative, fast-paced, run and gun platformer where you use your unique powers to fight, platform and solve puzzles. Battle angels, beasts, knights and other creatures with your friends but also compete with them for individual gain. Use Lust’s stun ability to stop enemies or other players in their tracks. Use each Sins’ special ability to interact with the environment in a special way. Clear a gap using Greed’s hookshot or long jump with Pride. Solve puzzles using your mind, not the developer’s. Each puzzle is open-ended and allows for multiple solutions. Along your adventure, be sure to use the full arsenal of weapons at your disposal. Whether it be the fast-shooting machine gun or the burst fire MIRV, enemies won’t stand a chance! Party of Sin reinvents well known religious environments by turning it upside down. An innovative art style will paint the environment and animated backdrops will bring context to each battle.
2 comments by AlfredG on Feb 21st, 2012
Hey Everyone,
Yesterday we met our funding objective, and the entire team has been absolutely ecstatic! A huge THANK YOU to all our backers: You make all our hard work worthwhile. We now have a lot of preorders to look forward to, and some new enemies and weapons we have to design. It's an honour to involve you in our creative process. The best part is there are still 11 days left on our Kickstarter. That means you can still get a last minute reward and help us get to our next big goal: ports for Xbox and PSN.
It's been a really exciting weekend! The team has been putting the finishing touches on our press demo which will be going out today. We hope this will bring a slew of previews for you to read about. Everyone on the team has been doing amazing work, and as a project lead it brings me great joy to see both the game and the team coming together. We may have been working on Party of Sin for 3 years, but the real work now begins as we put the finishing touches and make it as fun as possible for you.
As a reward for meeting our funding objective, I'd like to highlight some of the amazing music our composer Blake Allen has been cooking up. Everyone who ordered the digital soundtrack: you have something awesome to look forward to. In the last two months I have seen Blake bring his creative focus to this project and he's producing some truly inspired work. His most recent tracks will be featured in Purgatory, the second world of the game. Here they are:
This is only a preview of what you will hear in the final soundtrack when it will be released. I must say I'm very excited about it.
There's also been some tremendous progress in the art. Here are some screenshots from hell3 and hell4. Both these levels are later in hell. The first has you in a cave solving a bunch of puzzles and the second riding a turtle through a huge lava river. We're really excited to be showing these at Gaming in Public!
I'd like to highlight some of the great work Liz has been doing with animations. We recently posted on reddit and got some constructive feedback from the community there about our animations. It turns out we had a silly bug causing some animation "popping", especially when the sins turn to face a different direction. This was corrected, and a new transition system was put in place. Needless to say everything is smooth as silk now (you will see it in our next video!).
Finally Vincent, the man responsible for 99% of the puzzles in Party of Sin, has been churning out some beautiful stuff for Purgatory. One level has the players going through a factory (operated by souls paying penance). Vince has made a bunch of really impressive machines using our physics engine and it gives these levels a truly unique feel.
That's all for now. We'll update you again soon! Once again, a huge thank you to everyone that has backed the project. You are all awesome!
Dan
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Definitely an interesting combination of gameplay mechanics...
I'll be tracking this.
Well i was wondering about that aspect of everyone picking the same character even with the health bars and score? how is someone going to be able to tell the difference early on in the game. are you going to put the P1 P2 P3 P4 above a characters head or just change a certain color on the character while keeping the Dominate color. Like with Sloth her dominate color is cyan or light blue maybe using diffrent light blues or just changing the color of her bear to tell the difference. While Lust is a red for her dominate color maybe diffrent hair colors like a silver with red streaks or a Dirty Blond with red streaks or just any hair color that fits her as long as it has red streaks or just using diffrent red color schemes.
Only one of each character can be picked at any time. This means that if I am currently using Wrath, then no one else can swap to him unless I die or swap to another Sin.
wow your game looks cooler than ours
http://www.indiedb.com/games/little-war-of-horrors
wanting views are we?
:-P
well the ideas for the hell levels are interesting the only thing i got a problem with is the giant spider boss because if it is not made unique enough it will be boring i like the story board concept but it does not seem unique enough of a look. these are just some ideas i though of to make it more interesting i would say mix the spider with a hydra or a snake or some other animal and give it wings and also flaming venom and a corrosive spider web and lil spider-lings and other abilities. i got to looking at the picture for sloth and i would say you give her another ability that allows her to bring life/souls into stuffed animals or dolls so she can sleep while they do her dirty work.
The boss will have some cool attack patterns. It can spawn mini-spiders from the eggs on it's ears and it drops puss bombs onto the sins!
Thanks for the animation graph. That makes it a lot easier to understand.
Your art style is unique and I can't wait to see what you guys do with this game.
+1 Watcher!
I really like the first suggestion as well.