Hey thanks for playing! Good to know the dialogue based upgrade caught your interest. If we do further develop this title for sure we'd want to expand to include navigation paths. Same with building out better non-placeholder enemies
Happy you enjoyed the reload line! Our producer's first game VO credit :)
Voyage Games
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Hey Shiro - I just watched your video to listen to the comments at the end!
Thank you so much for this and the words of support! Your suggestions are pretty much exactly what we'd do if we were to take this into development (maybe not the FMV... unless we really landed a great budget!).
Really appreciate you putting so much effort into digging into the options in the game and glad you liked RedEye!
We asked for feedback and you really delivered. It's so appreciated - we'll watch the full video soon.
Thanks for being the first to play and feedback!
Hey folks
So we've just pushed our next prototype live.
The Arcana Murders.
Its a text-based RPG with a lil' twist - playing cards instead of rolling dice for your skill checks. A little bit about the game:
As one of the few survivors of the mysterious Tarotmancer initiative, you have the unique ability to use your cards to invoke hidden powers to pass (or fail!) skill checks that will lead you down a dark path as you search for your sister, abducted by a fully demonic organisation.
Your unique connection to the Tarot also allows you to form Pacts with the strange and dangerous New Arcana living in the city on the edges of society.
If you can find and convince them, they'll lend you their powers — but always with their own (possibly murderous) agenda...
You can find the project itself over here
Let us know if you've got any feedback - since this is a developing title we're really keen to hear anything folks have to say!
thanks for the extra detail. I see what you mean - we definitely leaned closer to the old school 'House of the Dead' gunplay, where you basically just shoot & reload as much as you can. There's definitely more we can do in the interplay between things like fire-rate, reload time, ammo count etc.
As for you second question - the game should look like the gifs! A grey unlit space is definitely *not* the intended experience. Sounds like somethings gone wrong.
This was just a prototype built by two people in under 3 weeks - so we haven't done a huge volume of testing on a range of machines.
Any chance you could post a screenshot of what you're seeing and your hardware specs?
Hey folks - we're a new game studio formed from a few veteran developers who have made the jump to indie!
We've been working on a couple of different things but figured the best way to road test a prototype is to get it out to people to play.
Demonbane Detective is our second prototype, built in roughly 3 weeks by two people.
The prototype is largely here just to prove out the core concept we have, and is cobbled together from a whole lot of hope and free assets. We'd love to hear from folks what they think.
So what's it all about?
Solve murders and blast demons in this prototype supernatural "mystery meets on-rails shooter", featuring unique interactive story sections that let your weapons speak for you.
With your very own Spirit Guide to help you navigate the occult line between our world and the next, you're one of the very few with the Blessed, hell-busting firepower needed to take down the sickest of demon serial killers lurking at the very darkest edges of society.
Good luck.
Try not to be the monster.
https://voyage-games-studio.itch.io/demonbane-detective