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SkullDive is going to be the first released game of Ripper-Games.This is really going to happen. SkullDive will be a Roguelike fusion with Platformer Adventure trying to mix the best aspects of both styles.

Report RSS SkullDive Dev Diary #4 - Pre-Alpha Release!

A promise is a promise, and just in time! Available the pre-alpha build of SkullDive. [Windows and Mac Only]

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LogoSkullDive Pre-Alpha

SkullDive Pre-Alpha Build - Windows/Mac


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Hello everyone! LeoRob here, now bringing the pre-alpha build of my upcoming game, SkullDive.
As I promised two days ago, here I am releasing the pre-alpha.
But Not only the pre-alpha , I'm announcing the incorporation of an awesome musician at the team, Frost Flynn.

The future OST of SkullDive will have the essence of a lot of awesome games of the past!

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In this build you will test a lot of features that are W.I.P. so this will not be the final version of the game, and a lot of stuff will change.

This build comes with one original track composed for SkullDive, that is also W.I.P but I compiled it with the game to make you taste the flavour of SkullDive's musician, Alvaro Verdejo (Frost Flynn)!Give it a try and let us know what you think!

You will start at the very beginning of our game, Leo's Crypt, where the most brilliant and the bravest ones where buried(alive).

Talk to the Soul Bringer and try to escape from your Crypt.

See you soon, and I hope that you will enjoy SkullDive as I'm enjoying developing it!

downloads

MacOSX :

SkullDive Pre-Alpha Build For MacOS

Windows:

SkullDive Pre-Alpha Build For Windows

Remember, this is only a Pre-Alpha! :)

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GamingFelix
GamingFelix

Hi! So I just completed the Pre-Alpha and I liked it. I did of course have some struggle with it and just wanted to share quickly my opinion.

In the beginning, it's kind of too dark. It was really cool to look around once I did have the light but since it's at the end of the pre-alpha it was a small letdown. Because it was so dark it was really hard to find anything or know what to do, so maybe give the player light earlier or make the dark less annoying. I kept trying to move my screen as I kept feeling it was my screen messing up (now I realize it wasn't).

Other then that I really don't have much to complain about. I think it looks pretty good, sounds pretty good and I liked the humor you put into it. If anything it felt too short, which I guess is a good thing. I spent about 5 minutes trying to figure out how to get past the lava, hoping to use some new found power..continuing into the game.. but that was the end.

Really good job and I'm looking forward to playing the future versions of the game!

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robertwiggin Author
robertwiggin

Hello Felix!

Thanks for the feedback, I'm aware that the beginning may feel too dark the Idea was to give the player a small "burst" of magic to advance until you find Annie, who in later versions of the game will be not inside a chest, hahaha.

I'm really pleased that the demo felt that good to you, because that's what I want, make the player feel comfortable with the system.
A system what will be changed and modified through your indications, because at the end you all are the Players and you know what you want to find in a game :)

Again, my infinite gratitude for testing the game and make this awesome report.

Thanks

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simplysh
simplysh

I think you have the download links inverted >__<

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robertwiggin Author
robertwiggin

Solved! Thank you!

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simplysh
simplysh

OK so I had a play around as well. As it's been said, I think it's way too dark in the beginning. I understood the idea once I got the light, but even so, you should never get so dark. The contrast between the player and the environment is very low, and because you are consistently using the same colour for the tileset it's hard to make up any shapes. It has put a lot of strain on my eyes. Maybe try to add some subtle blue or moon coloured lights?
Also, you should avoid binding things on middle mouse button just because of the sheer variation of hardware out there. Most mice have special macros assigned to middle mouse, so it's not a reliable key to map.
About the gameplay, it's hard to say a lot about it, but the movement feels slightly counter-intuitive. I feel having to press keys to look left and right is some of a thing of the past. Personally, I really like mouse2 for looking around - and it's the preferred key in the majority of games, so you'd be consistent with knowledge already in the world, rather than trying to push new things out.

Needless to say, I did enjoy it. As I said in previous comments, you have a very pleasant art style, couple it together with the quirky sense of humour and the snappy tune and you have yourself a great game. Aside from the aforementioned inconvenience, the movement is fluid and the animations are playfully natural.

I am looking forward to seeing your progress! :)

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robertwiggin Author
robertwiggin

Thanks for the report simplysh,
About the darkness at the early game, I have the idea to give Leo the power to make some "Bursts of energy" that can illuminate a bit your way through the beginning of the game, because at the next builds you will not have Annie until you escape from the crypt.
About the suggestions of the moon colored lights... mmm that gave me an idea to create some volumetric moonbeams at the dungeon, like the idea?

About the control system, It's a sure thing, the camera system will be reworked and give the capability to the player to control the camera with the mouse/joystick, but I want to maintain the auto-lock mode when you're walking, but maybe it's just a temporary thing.

The hotkeys will be rewritten too, I bind activate/deactivate skill panel with the tab key, it's way better than the middle mouse button and closer to the WASD keys.

Again , thanks for your awesome feedback, and I really hope that you will stay with us until we finish SkullDive!

See you around mate!

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simplysh
simplysh

Good stuff mate! Crack on! :)

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