Author Topic: Abyss Odyssey (now at v1.10) $  (Read 2630 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4908
  • Karma: +0/-0
    • View Profile
Abyss Odyssey (now at v1.10) $
« on: July 16, 2014, 12:54:29 PM »
http://store.steampowered.com/app/255070/  $14.99,   temp sale of $9.99   Windows


Quote
About the Game
There are only two constants in Abyss Odyssey: a great evil awaits at the bottom of the pit, and you must succeed or die.

From indie Chilean developer ACE Team comes a new side-scrolling action adventure game featuring a complex fighting engine in procedurally generated levels that destines its three warriors to battle for an eternity. Enter the bold Katrien, the tortured specter Ghost Monk, and the ethereal Pincoya. Use the characters to perform combos, chaining attacks and releasing a flurry of blows in order to survive what lies beneath. Your path into the unknown may start out with three fierce warriors, but when you learn to possess your enemies, you can challenge the abyss with their skills and combat abilities. Each foe is as technically complex as the main warriors, so use all the options available to you and attempt to figure out the infinite abyss.

With side-scrolling levels that never play out the same way twice, you'll have a fresh experience every game as you face monsters, find life-saving merchants, and uncover treasures.

Begin your downward journey into the depths of the unknown.
Key Features

    Deep combat system that takes cues and mechanics from the fighting game genre. All playable characters have an expansive set of basic and special attacks unique to each of them, along with a host of universal mobility options and advanced tecnhiques. Practice your moves and develop new combos in the Training room, where you can select any character you've unlocked in game, including the enemies.
    Procedurally generated levels ensure no delve into the Abyss is the same. The rooms of the Abyss with their various twists and traps are randomized on every entry. Enemy spawns, equipment and items to be found, special characters to encounter, and more are different each and every time you play.
    Unlock up to three hero characters to level up, earn skills, and collect equipment, then customize it all to best suit your play style. Leveling up earns skills points to upgrade each hero's unique skills a variety of ways, while various weapons and accessories can be equipped to grant them new abilities ranging from freezing opponents to cursing them.
    Play as any character you encounter in the game—even the bosses. Unleash your hero's ultra attack to steal enemies' souls, allowing you take their form. Discover brand new move sets and character styles as you capture over 30 enemies, each as complex and advanced as the three heroes.
    Work as a community to defeat the final boss together. When the collective community of Abyss Odyssey players defeats the final boss enough times, his mask breaks to reveal a new identity. Each time this is achieved, new content will be unlocked in game, including new enemies and other dynamics.
    Beautiful visuals inspired by Art Nouveau, showcasing a story rich in Chilean culture. The flowing lines and beautiful organic styling of Art Nouveau can be seen from the game's UI to its character design. Set in late 19th-century Santiago, those characters and the game's story also draw heavy inspiration from Chilean folklore and mythology.
    Play the campaign solo or with a friend in online or local cooperative multiplayer. A second player can drop in or drop out at any time to join you in your journey down the Abyss.
    Bonus versus mode allows up to 4 players to test their skills against each other. Fight it out in special arenas developed for free-for-all or team-based competitive multiplayer. Use any character you've unlocked in game, hero or enemy, for dozens of characters to choose from.
« Last Edit: October 13, 2014, 09:49:37 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4908
  • Karma: +0/-0
    • View Profile
Re: Abyss Odyssey (now at v1.01) $
« Reply #1 on: July 17, 2014, 11:16:41 PM »
v1.01

Quote
Fixes / changes include:

-Togglable friendly fire option. Note: Deactivating friendly fire does not allow posting to leaderboards.
-Created ‘Nightmare mode’ difficulty setting: In this mode enemies attack more aggressively and single-player boss battles feature support minions.
-Created an achievement for beating the game in nightmare mode.
-Updated all interfaces to properly display corresponding keyboard or controller inputs.
-Updated controls menu: Gamepad controls are now configurable.
-Added missing resolutions to graphic options menu.
-Fixed one case of players being unable to move when resurrecting a partner (shopkeeper cannot be interacted with during resurrect animation) .
-Slightly increased turn speed for some characters that had slower turns.
-Nerfed Pincoya’s ground regular attacks a bit. Nerfed firefighter’s shotgun blast.
-Tweaked ultra button combination so it’s slightly easier to perform.
-Tweaked controller sensitivity for navigating menus with analogue sticks.
-Fixed potential non-progression in Warlock battle.
-After beating the Warlock players don't lose their inventory.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4908
  • Karma: +0/-0
    • View Profile
Re: Abyss Odyssey (now at v1.03) $
« Reply #2 on: August 01, 2014, 12:48:18 AM »
v1.03

Quote
Fixes / changes include:

-Attacks that output strong impact vfxs do high damage to shields.
-Tweaked all character shield values.
-Updated grab vfx and sfx.
-Tweaked difficulty chance assigned to levels.
-Slightly increased AI level of most NPCs.
-Captured enemies have 70% of their health when used by players.
-Projectiles that move in arcs don't collide with jump through platforms during their rise.
-Fixed blue fireball collisions.
-Fixed XP displaying incorrectly for players using XP rings.
-Health orbs give slightly less health.

Note: The bulk of this update addresses additional content for the next mask phase (not described in the change list).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4908
  • Karma: +0/-0
    • View Profile
Re: Abyss Odyssey (now at v1.05) $
« Reply #3 on: August 20, 2014, 11:37:35 PM »
v1.05
Quote
Fixes / changes include:

-Fixed client not saving progress in online sessions.
-Added option to resume the game after exiting a session*.
-Fixed random occurrence of player being unable to move after being resurrected.
-Hulk boss will sometimes avoid attacking players already engaging the Warlock boss (single-player).
-Enemies have a slight delay before engaging the player after the current target is knocked out or grabbed.
-Spiders and caterpillars use climb animations at 90 degree turns.
-Music doesn't cut off at the final boss level (descent section).

(*) Game will not save progress at the final boss level to avoid exploits.

Note: This update also includes additional content for the next mask phase (not described in the change list).


v1.06 hotfix

Quote
Fixes / changes include:

Updated text string for exit game popup window.
Entering the training room does not wipe saved game progress.
Saved data records mana.
Fixed latency issue introduced in previous update.
Potentially addressed collision replication problem that caused client to go through floors in joining levels.
Beating the game in Nightmare adds 2 points to the leaderboard.
Fixed music issues when setting up a camp.
Fixed trigger issue that allowed player to skip final boss cinematic and attack static NPCs.
Improved phantom AI.
Phantoms can now move through walls like the human warlock.
Reduced phantom XP gain on kill.
Nerfed centaur and mimic damage outputs and health tweaks.
Centaur neutral special can no longer cancel into itself.
Centaur soul is more expensive.
Mimic spawns with higher frequency.
Toned down color correction for human warlock and Paganini encounters (less dark).
« Last Edit: August 22, 2014, 01:24:28 AM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4908
  • Karma: +0/-0
    • View Profile
Re: Abyss Odyssey (now at v1.07) $
« Reply #4 on: September 09, 2014, 06:32:37 PM »
v1.07

Quote
Fixes / improvements include:

-Enemies can parry! Enemies have higher chances of parrying attacks that are used too often, forcing players to use a wider repertoire of attacks.
-Fixed loss of controls when framerate drops under 10 FPS.
-Fixed save issues with enemy soul items.
-Fixed game not saving at town areas (player is spawned to void level in next session).
-Fixed non-progression when saving in Verbum Dei map.
-Resolved non-progression when killing both final bosses simultaneously.
-Phantom fades out properly when dying.
-Journal page 9 is now dropped by Tirana NPC.
-Tweaked some health and damage values in versus mode: centaur, mimic and soldiers.
-Removed boss mask shield particle that was persisting in between levels.
-Reduced final boss mask health.
-Increased final boss mask projectile damage.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4908
  • Karma: +0/-0
    • View Profile
Re: Abyss Odyssey (now at v1.10) $
« Reply #5 on: October 13, 2014, 09:50:04 PM »
v1.10

Quote
Fixes / improvements include:

*Online PvP mode is out! Online versus supports two player matches. Players that create an online game can wait for clients while fighting AI random mateches.
*Improved overall net code to reduce lag and better replicate combat systems.
*Updated local versus mode to support teams and included the ability to select AI opponents.
*Updated combat mechanics with numerous improvements:
-Ability to transform in between characters mid air or during combos. Transformation occurs faster but now requires using a cancel point.
-Improved turning mechanics. Smoother interpolations and character can change directions with no pauses.
-Recalibrated knockout weights to better support combos. Heavy enemies can now also fall into combos. Training dummy knockback is identical to all light characters.
-Improved character encroaching collision dynamics to avoid characters from intersecting during attacks.
-Fixed input bug related to throws.
-Minor calibration/tweaks specific to some characters.
*Tweaked NPC parrying AI.
*Fixed performance issue with AI path finding.
*Polytrails for weapon special attacks use a brighter VFX.
*Introduced a new tile in plant world.
*Added 2 new achievements.
*Introduced new elements which will unlock after the current seal is destroyed.

Since this update is rather significant compared with previous patches we expect some level of issues to arise (which should be addressed shortly after this release if any should exist).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training