Twilight Bastion
A downloadable PS1-Style Metroidvania
A PS1-Style 3D Metroidvania
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UPDATE: THE PUBLIC DEMO PERIOD HAS ENDED.
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Twilight Bastion is said to be an abyss situated between illusion and reality. Popularly believed to serve as purgatory for the condemned, a mysterious boy wakes up in this very place, unaware of who he is, or why he's been sent to this winding, ominous castle to suffer its torture.
Twilight Bastion was developed with the PlayStation controller as the primary method of control. It is required that you use a PS/Xbox/PC gamepad. This is necessary to get the most optimal and comprehensive experience from the game. PlayStation would be the suggested gamepad if you own all three, as icons are presented using its control scheme, but any gamepad will do.
>> Keyboard is NOT supported <<
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MUSIC COMPOSER: BERT COLE ( His Music )
with additional soundtrack by Kevin MacLeod ( https://incompetech.com )
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If you enjoy the game (what little there is right now) and would like to keep up with its development, as well as my other games, you can follow me here:
Twitter: https://www.twitter.com/sunamii_games
discord: https://discord.com/invite/b9PtscVHJf
MINIMUM PC REQUIREMENTS:
- 300MB Disk Space
- 6GB Ram
- External/Dedicated GPU
note: Integrated graphics on laptops will not function well with the game.
********* DEVELOPER'S NOTE ON THE GAME'S DIFFICULTY ***************
Early testing of the demo suggests that it might be difficult to "figure things out" on one's own, so I'm hoping as I expand the demo to the public that I receive a more defined conclusion on that front. Please be attentive to your surroundings, explore the environments, and take your time learning the mechanics of the game.
********** FOR FAILURE TO LAUNCH ***********
If you have trouble starting the game, try setting your desktop resolution to 800x600. That's the resolution the game runs at. In the next update, I will work on a config file to disable full screen on startup.
Status | In development |
Rating | Rated 4.7 out of 5 stars (6 total ratings) |
Author | Sunamii |
Genre | Adventure |
Tags | 3D Platformer, Metroidvania, Souls-like |
Development log
- Ver. 0.11 - Crash FixMay 04, 2024
- Twilight Bastion Release DateApr 27, 2024
Comments
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Did you remove the download link?
Finished the Demo on stream and I have so much praise for it. FYI this is all for the very first initial 0.1 build that came out Saturday, May 4, around 5PM.
The game feels really good when it's running smoothly. I love Boy Boy Boy and the other characters. Virgil's stank face is fantastic. You managed to write a fairy companion that was endearing and not at all annoying. The aesthetic is perfect and I think the lighting is amazing. The platforming, while a bit stiff, still feels very satisfying when you do it right. Parrying kind of seems high risk low reward, but that's likely because I was just using it on beginning enemies and they die easily anyway. It will likely be way more useful on enemies that are harder to kill.
Bugwise I ran into a few, which is totally sensible for a 0.1 build, so I'll try my best to describe them as well as post a link to the VOD of the stream I did so you can see what I did. I tried my best to reproduce the bugs several times when possible.
If you want any clarification just let me know, I'd be happy to reproduce or send anymore data you need. This game seems amazing and I want to help any way I can.
This was without a doubt the most in-depth playthrough I have seen on the game. You took your time, was patient, read all item descriptions, and was very thorough in your playthrough, which I really appreciated. You were also the only playtester to discover that you had to drop into the pit to end up above the gate in the first hall to acquire "Sivir".
When I watch videos like yours, it angers me that there are bugs in the game that interrupt players' flow and enjoyment. And to be honest, I was very surprised that you didn't quit when you were well within your right to say, you know what? I think I'm done, the issues are too much. But you kept going.
It makes it feel worst when I see players like you enjoying the game before the bugs start piling up. And then that slowly chips away at your enjoyment overall.
As bad as that was, I'm happy to know you had fun with the game. But I know there's still so much work I need to do. I'm aware of the missing collisions, stuck-in-air issues, and the like.... but the saving? that was new. Never had anyone encounter that issue before. It's something I'm going to add to the list.
I really enjoyed your video Psyche, and I hope when a new version of the game comes out, you'll find your way around to playing it again.
Well, I tested the demo and here goes my considerations:
(SORRY THE TEXT WALL)I really liked the game style and such, the menus and text fonts really ressembles PS1-like stuff. The movementation and models are the same feeling. This part is great!
Okay, here goes my feedback, please don't take it too bad, it's just what I think with what i've experienced:
I bunch of bugs happend with me, but that's expected.
I managed to record these 2 last bugs I listed:
Well... I think it's that. I really apologize for the gigantic text and possibly inconvenient stuff. I just really wated to give some feedback with the best of intentions. I know it's the beginning, but I trust you'll make better and better!Otsirave, this feedback was great, in-depth and very informative.
The camera reset ability sounds really good, actually. I will work on trying to implement that in the next update.
The fall damage bug I was made aware of, as well as spellcasting.
The enemies being out of place seems to be a issue with resetting their position, but their armature saves the last known position still, so you get a disconnect between the physical body (reset) and the collision box. I will work on that.
After months of only having myself playing the game, all this feedback has been incredibly illuminating. I realize I still have a ton of work to do.
Thanks for the great feedback.
Fun game, nice vibes. Really has that feel of a classic PS1 title. Short little demo but was fun, died a good few times. It has that clunky feel to it that I like with deliberate attacks and movement. The roll is interesting because you can roll freely rather than being locked into a direction, which I do like, but as the game seems to focus more on deliberate slow attacks and movement, it makes me wonder if it fits. As it's arguably the most free flowing dodge roll I have ever seen in this genre of game.
Some feedback/bugs. I noticed when I got hit by the big boss at the end, my character would just be stuck in place despite surviving the hit. Sometimes the character would also be stuck in place after casting a spell, mostly when just casting the spell without an enemy. Other than that, very solid and looking forward to more.
Love the screenshot! Appreciate your feedback about the rolling. That's new, haven't heard that one before.. yet, it makes perfect sense. Originally, I had it limited to only four directions, so maybe it requires a reversion.
As for the spellcast bug, I've been made aware of that, and working on a fix for the next update.
Thanks alot for playing.
I did end up beating the demo, but man I felt like everything was hard to do. I really love the atmosphere, but gameplay seems a bit weird. I think the camera impacted me the most during... everything I did. The camera angle you had on your twitter page might be better, I'm unsure. For sure the game needs to be brighter. I could not see anything without going the extremes in the settings. Parrying I couldn't do because it was too hard, rolling is fine, but really you can just walk away from a lot of things. the Ogre hits you once and you get bugged until you die. I'd say good job on the first public demo, but the bugs I came across and roughness for the controls made it feel like work sometimes. Keep up the good work and keep improving!
Your feedback is great. I will for sure be working overtime on those bugs for the next update. I will consider lighting adjustments as well, but I'd like to make sure you feel this way after rescuing the fairy? She serves as a "flashlight" through out all the levels, but it isn't required for you to get her, so the player can actually miss her and go through the game with no additional light.
Unfortunately, I had to change the camera system for technical reasons. Having it behind the player worked better for large enemies (the troll), whereas the 3/4 angle was really bad for boss fights.
With all that said, thank you for playing.
She was a flashlight? Wtf?! Both times I got her she bugged out so I figured it wasn't worth it. I even have footage of her bugging out too. UGH! Yeah you might want to fix that too lol.
Hmm doesn't seem to work for me, windows kinda freaks out as it tries to change resolutions and then the game crashes I guess? Or fails to open at all. I tried disabling full screen optimization and admin mode but no dice. Also tried putting my res to 1080p first and disabling my second monitor
Windows 10
4k
3060
ryzen 5 5600
Sorry mate, hope this info helps a little atleast. Goodluck on development game looks cool
Thanks for the info, greenman.
Everyone who's had your issue set their resolution to 800x600 (that's the resolution the game runs at). I will be adding a config file in the next update where you can disable full screen mode. In the meantime, setting to 800x600 desktop resolution should work.