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4 Hands Games

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A member registered Jun 27, 2020 · View creator page →

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I played for about an hour and even though I'm not really a heavy story player, it was a lot of fun. However, it was very easy for me to get lost at the beginning while playing because the levels look similar

Lots of background story that gives a nice idea of the game world. I really really liked that. When I have a little more time, I will definitely continue playing.

Unfortunately I had problems because no spawn appeared in the tutorial and the barrier didn't go away. Waiting several minutes and punching the air didn't help either.

On another attempt, the spawn was briefly visible, ran towards my hero and then it was invisible and I couldn't attack it.

If you need information (browser version etc) to analyze the errors, just get in touch!

Thanks for your feedback. Elite and boss monsters have special attacks where you see the affected area on the ground.  We'll adjust the common monsters as well in the next weeks.

Tormentis

https://4handsgames.itch.io/tormentis

(1 edit)

Two weeks ago I published the Tormentis multiplayer demo, in which the entire core content of the game is shown for the first time. Thanks to the extensive feedback, I was able to fix the reported problems as quickly as possible through continuous patches.

Tormentis is a mix of classic action role-playing and tactical dungeon building, where you have to try to make your own dungeon as dangerous and unpredictable as possible - because it is your protection against other players who want to steal your gold.


Even though we are now working on the release content, we will be monitoring the game world of the multiplayer demo very closely in order to make balancing adjustments before the release.

I would be very happy if there were more players here who would enjoy a challenge like this.

https://4handsgames.itch.io/tormentis

No, there won't be any differences. We'll keep the demo on all platforms in sync. 

Hi, the Multiplayer Demo will be released here as well but a few days later. More details in the next development log coming today!

Thank you too for the detailed feedback.

That's a really good idea with the weapons, handing over all three and just letting the player choose which one to start with. Thanks alot!

The audio system is one of the current construction sites next to the controls. There will definitely be some improvements and changes in the next demo update.

Thanks for your feedback. I'm glad you like the game concept :)

Thanks for your this feedback!

That's a very good point about the monitors, I'll definitely take a closer look at that.

WSDA and arrow keys will also be available soon, as we are also currently working on controller support and thus this type of movement will also be supported.

The skills are only linked to the weapon. All you have to do is find another weapon or craft it at the Blacksmith and equip it. Then the other skills are used automatically.

Thank you for the stream and your very detailed feedback. I also want to go into detail on this as well :)

Your main point, the elapsing time, is something we'll definitely be revisiting. Since there will already be a time-regenerating healing potion in the next version, in which you can help yourself even in difficult situations and passive stats such as life regeneration are also planned, time should not be completely ignored. Nobody wants to play a game or watch a replay where a hero has gone from monster to monster with 2-3 minute healing breaks. But it needs to be displayed less intrusively, especially as long the dungeon is beeing played in a regular timeframe. 

As already mentioned in a previous review reply, the controls are currently being rebuilt so that rotation will no longer be necessary (walls becoming transparent) and the left mouse button will be available for Move + Skill1 and the right button for Skill2. 

And a minor spoiler that hasn't been mentioned yet... placeable dungeon decorations will also be able to be damaged, but they will still block the space they are placed on. However, it feels much better if these decoration elements in the dungeon also react to hits.

Thank you for the detailed feedback and all the suggestions!

Regarding the controls... we are already working on improvements like left mouse button for move + attack and right mouse button for the second skill. Aside this... there will be no need for camera rotation anymore as walls will fade out when moving behind one in the next update.