Explore a mountain where only chosen few enter, and even fewer return from. Hone your combat skills, gain new powers, slay anything that stands in your way, and uncover the mysteries of the Demon Peak!
In-depth combat mechanics
Handful of areas to explore and fight through
Many bosses to find and conquer
No mercy given, no mercy expected.
Old-School Pixel Art
Demon Peak is a 2D Action-Platformer with elements from old school Metroidvanias aiming for fluid combat mechanics. Currently we have a public alpha available, which features one area to explore including two Power-ups, two enemies and a boss. On release, we will include several more enemies and power-ups, items to find, a more polished combat and a great mountain to explore.
Be sure to play the Alpha, and remember to give us constructive feedback so we can make the game as good as possible!
Our contact information is below.
Custom Keybindings with Keyboard and Xbox 360 gamepad supported, if you want to use other gamepads you can use programs like JoyToKey and X360ce.
Just got to play again, couldn't get my controller to work but had fun nevertheless.
After playing for awhile I would suggest allowing to cancel more animations just in general. It's pretty rough to fight with how quick enemies are when your stuck int he ending frames of an attack and holding shield but it just isn't coming out yet.
Other than that everything looks like it's going in a really cool direction. I can wait to see what it looks like with more polish in all areas. Good luck guys!
Just a heads up I was recently try to play the game and it kept crashing whenever I would activate the stones to tell me instructions. Also I'm getting 0 sound on my end so I have no idea what's going on there.
Audio issues so far are caused by the framework (and its dependencies) we are using, hopefully we get them fixed soon :)
Missing audio is probably related to missing DLLs. Have you tried to run oalinst.exe bundled in the game's folder to see if that fixes the problem? Its also worth checking that Sound/Music are not set to 0 in the Options.
The stone bug sounds weird, we haven't had crashes with them earlier, but we'll take a look into it.
Same DemonPeak.exe should work on Windows, Linux and Mac. Like Linux, Mac needs Mono to run the game, but unfortunately we haven't had chance to test the game on Mac. First, Install Mono, and then run the game with command "mono DemonPeak.exe".
I tried that but it gave me errors (I reported it on github). Maybe if it works someday would be nice to pack the need mono with the game (if you have time or resources to do it, we understand if it is not possible), otherwise I think the Mac/Linux tag compatibility should be removed, as a Launch and just work its the expected behaviour.
This combat and art style are truly something, I'm really excited to see this become something truly great. I think having a high and low block is really neat, I like having a lot of attacks to work with, and I love the mobility you get when you can airdash.
I'm excited to see the enemies get more fleshed out, as right now the lack of stagger and the damage invulnerability after they get hit makes combat get a little tedious. getting the block timed well and counter attacking feels good, having to do it 6 times to kill an enemy that there are 8 of makes me just wanna dash through them all and ignore them.
I'm sure you know what you are missing though and you know what you have which is some really cool mechanics and a really nice art style and I hope you keep going and make it a full game.
Hey there lovely folks, I happened to do a let's play of this game as I found it very interesting and I truly enjoyed my playthough, I didn't beat the boss but I'll probably take a crack at it again when I get a chance.
In my experience I was relying on the aerial heavy attack a lot for the normal enemies. This was mostly due to the how quick I could attack with it, and mostly that it would stagger an enemy. With those two combined I could just skip past most of the enemies after I got dash completely ignoring them. As for the boss I fought it twice, the first time I dashed over it while it charged to beat it the second time I just kept dashing above it and ground slamming onto it's back. The LB + X or B felt smooth enough to me, however it felt somewhat worthless to use the fireball but that is most likely because of the types of enemies that are in the demo.
great first look! digging the vibe so far, played great on a Dual Shock 4. one thing I'm not crazy on is the attack modifier key- it could be how brief the demo was, but I found it feeling slightly overcomplicated be switching between normal attacks, holding that button to use the thrust, and the block button during the boss fight. I found myself wishing there was a dodge roll related to the block instead of having to switch to the modified hard attack, but again, it could be that I just wasn't used it by the time I finished the demo. overall, though, it's great to see a game that, for the most part, feels exactly how you hope it will and I can't wait to hear more about it in the future!
This is a great beta for a game that has pretty big potential to eventually be one of the better games in the metroidvania genre easily got my stamp of approval for steam greenlight. But i did notice a few things that need a bit more tinkering with before the full release which im sure the devs already are aware of but when fighting the boss i would get a still frame when he does his charge attack and than next thing i know im pinballing across the area and would fine myself just being tossed around i found a way past this by not letting him go off the screen and another thing is that the button response wasn't the greatest i would have to press X at least three times before actually doing my basic attack and i was using a xbox one controller with no issues on the controller itself. So fix those two things and im sure ill be seeing this title real soon in my steam library