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A dark cloud has descended upon the land of the fairies, bringing with it an invasion of belligerent monsters. The fairy folk have long been a peaceful people without the need for weapons. Now they must rely on the modern weapons "borrowed" from the normal human folk, whom they had largely end relations with for centuries, to fend off the invasion. Réiltín, a fairy woman, is on a quest through the dark, invaded lands to find her way back to her home, blasting any monsters that get in her way with her personal arsenal.

Post news Report RSS A Gift of GIFs

Some new GIFs and video of some new graphical improvements to the game: visibility behind walls and obstacles, gate-opening animations and kitties.

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I was planning on putting out a demo of Feast for the Senses last week, seeing how it was Hallowe'en and all, but there was a lot more to be done than I previously thought. Now I'm not sure when the demo will come out. In the meantime, here are some GIFs of some new stuff.

When you move behind a wall or certain obstacles, an outlined sprite of your character now appears over it.


This solves a lot of the visibility issues in cramped and narrow spaces that made me favour putting a lot of open areas in my levels.

I also added gate sprites for the marble + glass tileset (which was missing when I showed it last time) and also refined their opening animations:



I think I'm getting addicted to using sinusoidal interpolation over linear.

As I've been playtesting, I've noticed that placing powerful ammo (i.e. shotgun, grenades) behind locked doors wasn't a big enough incentive for my playtesters or even myself to waste spend valuable time finding the keys to unlock them in Arena mode. That's went I realized that I need to up the reward. Up the ante.

So I began to place these behind the locked doors. What's inside the box?


If you're more of a dog person, don't worry, you won't be left out. ;)

As mentioned earlier, draw the player's outline when they are behind walls now makes navigating small spaces less frustrating. Because of that, I had been holding back showing one of my levels until now. It is made entirely out of narrow, twisty passages. I found this level to be more action-packed than the more wide-open levels since its labyrinthine quality makes most of the enemy encounters up close and personal.

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