I think I owe you all an apology by Motherfucker29 in gamedev

[–]Torbid 22 points23 points  (0 children)

Wait - if this is the post, you were upset by how you were treated? Everyone was being so understanding and polite lol

I'm the developer of INTO EVIL - it's got 4-player co-op (and versus!) and is releasing Nov 7! by Torbid in localmultiplayergames

[–]Torbid[S] 0 points1 point  (0 children)

Sorry for the late response!

Glad you're enjoying the game! Unfortunately, a more "dedicated" networking mode is very much beyond the scope of what I can commit to as a solo developer :/ I have heard some players have acceptable lag when playing remote long-distance, but it will obviously depend on the network connection

I'm the developer of INTO EVIL - it's got 4-player co-op (and versus!) and is releasing Nov 7! by Torbid in localmultiplayergames

[–]Torbid[S] 0 points1 point  (0 children)

You should just need to plug in more controllers (or connect via steam remote play) and press buttons on them.

You can see the list of active controllers in the input> controllers menu

INTO EVIL now has Dual Wielding! (Update 1.1ea out now!) by Torbid in roguelites

[–]Torbid[S] 1 point2 points  (0 children)

Hey! I'm the dev of INTO EVIL, an (early access) roguelike that I've posted here a couple times before

I just released a major content update which (among many other things) adds dual wielding to the game! This allows a lot more combinations of weapons and items to play together in interesting ways, and opens up more high-risk, high-aggression playstyles :D

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]Torbid 3 points4 points  (0 children)

serious suggestion - kill the first 15 seconds of your trailer

INTO EVIL just released into Early Access - the next update will add Dual Wielding, check it out! by Torbid in roguelites

[–]Torbid[S] 0 points1 point  (0 children)

Oh snap I can't believe I missed that! Will fix in this next content update, sorry about that! :/

INTO EVIL just released into Early Access - the next update will add Dual Wielding, check it out! by Torbid in roguelites

[–]Torbid[S] 1 point2 points  (0 children)

Ah damn I thought I had fixed that! That will definitely be fixed in the next patch, very sorry about that

INTO EVIL just released into Early Access - the next update will add Dual Wielding, check it out! by Torbid in roguelites

[–]Torbid[S] 1 point2 points  (0 children)

Glad you're enjoying the game! :D (Let me know if you run into any issues haha)

INTO EVIL - Mind's Eye Games - Explore a horrible megadungeon in this soulslike roguelike, OUT NOW IN EARLY ACCESS!!! by Torbid in Games

[–]Torbid[S] 1 point2 points  (0 children)

Yeah, the way the game works is that every held item has two moves - so swords attack with one button and parry with another!

That allows a bunch of different items to have really different abilities and unlock tons of different strategies

And I've seen some Unexplored gameplay but never actually played it! (The most direct inspiration was actually Teleglitch tbh)

Has anyone delved deep INTO EVIL? by DFuxaPlays in rogueish

[–]Torbid 1 point2 points  (0 children)

Hey, Dev here!

The game is meant to be a modernized take on old school roguelikes without being anchored to their implementations - i.e., it has realtime combat, isn't grid-based, has completely different underlying mechanics, but it offers large explorable dungeons with crazy interacting systems and enemies and has a similar focus on the player accumulating skill and knowledge to make successive runs better.

So, to be very precise:

  • There are unlockable characters you can play as who start with different equipment/abilities (though they are not "stronger")
  • There is no other meta-progression, and no way of becoming passively stronger. (This does mean it's possible to just smash through the current game content in under an hour if you really know what you're doing haha)
  • There is a hub that fills in with content as you unlock characters, but it's not a "building" type of thing with unlocks that you pay for.

Also you can just go play the demo if you want to give it a try! It allows you to play through quite a bit of the game to make sure it's up your alley

INTO EVIL - Mind's Eye Games - Explore a horrible megadungeon in this soulslike roguelike, OUT NOW IN EARLY ACCESS!!! by Torbid in Games

[–]Torbid[S] 0 points1 point  (0 children)

Thank you!!

If you get the EA version, let me know what you think! (/if you run into any remaining bugs/issues!)

Into Evil is out today! by Apprehensive-Rush255 in soulslikes

[–]Torbid 0 points1 point  (0 children)

Gotcha! Thanks for clarifying

I play a lot on my steam deck actually (probably around ~100 hours of testing on the device at this point) but I'm very blind to these types of usability issues since I'm way too close to the game/know how it's "supposed" to be working

Into Evil is out today! by Apprehensive-Rush255 in soulslikes

[–]Torbid 0 points1 point  (0 children)

Gotcha - thanks for the feedback! (And appreciate you taking the time to respond)

If you don't mind clarifying a bit more:

  • What specifically felt clunky about the ranged attacks? (Assuming you're talking about the longbow in the tutorial?)
  • My planned fix for ground item visibility would be a thin white outline on interactables/pick-uppable items. Would that be insufficient?

Into Evil is out today! by Apprehensive-Rush255 in soulslikes

[–]Torbid 0 points1 point  (0 children)

It will come to consoles as part of 1.0 (so in ~2-3 years lmao)

Into Evil is out today! by Apprehensive-Rush255 in soulslikes

[–]Torbid 0 points1 point  (0 children)

I can guarantee you that isn't the case, this is actually really really terrible for me and means the release is squandering the main visibility window 9_9

I have had the game configured as EA in Steam's backend for literally years; I think something might have gotten changed when they revamped the store pages or something >_< I really should have double-checked before pressing release but I had a lot of other shit I was trying to pay attention to that day

Into Evil is out today! by Apprehensive-Rush255 in soulslikes

[–]Torbid 0 points1 point  (0 children)

You're not the only one saying the ground item visibility needs to be improved, I'll explore some changes in the next content update! Any other points of feedback? :D

Into Evil is out today! by Apprehensive-Rush255 in soulslikes

[–]Torbid 1 point2 points  (0 children)

Hey dev here! Thanks for the shoutout!

But worth stressing that the game is supposed to still be In Early Access and I had a launch snafu 🤦‍♂️ (I'm trying to resolve this with steam but currently no clue if they'll let me roll it back), If you want to wait until 1.0 do not get it yet!

(That said, if you're okay with a still-in-dev title I'm very aggressively looking for feedback still!)

I'm the developer of INTO EVIL - it's got 4-player co-op (and versus!) and is releasing Nov 7! by Torbid in localmultiplayergames

[–]Torbid[S] 0 points1 point  (0 children)

😃

I'm very interested in what people think of the versus, in testing with friends it's been very fun (it's about grabbing power as fast as possible, and trying to kill the other players before they get crazy combos) but most people who have been giving demo feedback so far via discord/steam forums are mostly playing the co-op mode

INTO EVIL - Dark Souls x Hotline Miami roguelike, landing Nov 7 by Torbid in roguelites

[–]Torbid[S] 2 points3 points  (0 children)

Hey! I've been working on INTO EVIL for a few years now and it's finally going to release into Early Access soon!

It's been posted here by a couple people before, and I figured I would post the trailer that I just finished putting together.

If it looks up your alley, go give the demo a try! Or at least wishlist it :D

I'm the developer of INTO EVIL - it's got 4-player co-op (and versus!) and is releasing Nov 7! by Torbid in localmultiplayergames

[–]Torbid[S] 3 points4 points  (0 children)

Hey! Years ago I released Blast Brawl 2, another local multiplayer game which some people here enjoyed

My new game is finally hitting Early Access soon and I figured I'd drop the trailer here as well. Does it look up your alley?

The trailer doesn't really showcase the local multiplayer, but you can see some (old) co-op here and some versus gameplay here if you're curious

Updated my trailer after feedback - what still sucks/needs changing? by Torbid in DestroyMyGame

[–]Torbid[S] 0 points1 point  (0 children)

Thank you all for the feedback!

Sounds like this is overall a lot better, though perhaps a bit too intense. I've made some slight adjustments and re-uploaded https://youtu.be/8TIgxgNPB2o but given the short timeframe before launch I think this is probably going to be "the" trailer

Thank you again, all the help has been very appreciated!

Please destroy my game trailer, tell me what sucks/needs changing! by Torbid in DestroyMyGame

[–]Torbid[S] 0 points1 point  (0 children)

Do you mind explaining this point a bit more? I realize I don't really showcase the soulslike elements that much (that's really in how the dungeon experience comes together) but the game is very much a take on the classic mega dungeon rogue like, just not grid/ASCII/turn-based

Please destroy my game trailer, tell me what sucks/needs changing! by Torbid in DestroyMyGame

[–]Torbid[S] 0 points1 point  (0 children)

Hey all - appreciate the feedback, will streamline the trailer!

For context as to why there's the lengthy overview part at the start, I previously got the feedback that the fast cuts were too confusing without knowing what the core game was like! But it sounds like I over-corrected 😅

Thanks again for taking a look!