While this game is not in its final form--most noticeably voices, sounds, and online still need work--it struck me as time to let it terrorize the public for a season.
So, without further ado, click here to download Everdark Clash beta 0.3.
What is this?
Short version: 2d Platforming Brawler.
Walk around, use whatever's lying around (or your bare hands, whatever) to fight off the inordinant number of entities who apparently want you dead, maybe toss them over a waterfall or throw people into a crowd and watch them fall like dominos, occasionally climb onto a building or jump a ravine, wonder at how sanitary it is to eat a random plate of chicken you found in the trash...
Wait, so how do I do X?
If the tutorials and the manual aren't clear enough, please, explain, and we'll see what we can do.
Meh, I want the Pollished Version.
This is where I'd ask for money to pay for pro-quality voices and translations, but Patreon is giving me accessibility issues, so instead, I'll just say "All right, do as you will."
What Peripherals are Supported?
So far tested with several game controllers and a PM20 braille display. (Braille has not been tested with Jaws, but I'm pretty confident it will work, based on past games.)
Online multiplayer is just not going my way. This is near the top of the priority queue.
Some perplexing bugs here and there in Battle Mode. Specifically to do with victory announcements and starting positions behaving unexpectedly.
If you're standing atop a stack of 3 platforms, the top platform is below the area that appears in braille. This is annoying because the entire point of having braille is to get essential information. Ducking might bring the camera down enough, but it's not guaranteed.
Not all of the characters which can be unlocked for Battle Mode have in-game movelists. All of the initially playable characters do, however.
Sensitive joysticks might run into problems with menus. In addition, with at least the Playstation 4 controller, only the left analog stick (not the D-pad) works for directions.
There's a rare bug that I have not been able to reliably reproduce that relocks Battle Mode characters. This is annoying and I will be most grateful to anyone who helps solve this.
Changes in 0.4b:
- The BGM goes back to normal after the encounter in tutorial 1.
- That combo that trips everyone up should be fixed.
- Keyconfig should now tell you what key a button is set to.
- Removed some debug cheats that controllers were accidentally triggering.
- Lan-Long should now make sounds while idle.
- There is now an extra message in the tutorial remix to emphasize that the qi button can be used to open doors.
- Should now be a sound to indicate when instructions or dialog starts.
- Expanded joystick deadzone a little.
- Hopefully fixed the bug where you could pick up a broken crate before it disappeared. This was making it very frustrating to pick up the items that fall out of the crates.
- Fixed an error in one of the secret levels which would cause the game to crash if you were airborn.
- You should no longer hear a knife on the ground if you picked up a second one.
- AI in 4-3 wasn't behaving as I wanted, so it's been tweaked a bit.
- Attempting more lag-reduction measures.
- The audio is no longer screen-locked. The Braille should still be framed correctly.
- Some minor changes to tutorial messages, mostly to add information such as the radar.
- A sound should play when dialog or instructions are finished.
- Hopefully fixed the problem where too much qi in the lower gauge allows some enemies to cheap you to death. Triads and Yakuza were especially bad about exploiting this.
- Set the points you get for defeating some enemies, who previously only gave you your last streak and nothing else.
- Changed the way the nostun flag works, so that enemies can be completely unstunnable. Hopefully this will make the Steel Rover more challenging, since that was how I originally intended that to work!
- There was a bug where ninjas who stole a defeated opponent's identity would sometimes move in very strange ways, teleporting and sliding through the ground and such, making them nearly impossible to hit. Hopefully, this has been fixed.
- Character select should now speak characters' levels and scores.
- The alternate endings should be properly separated, now.
- The bug where certain important interactive objects stopped playing sound if they went off screen has hopefully been fixed.
- A ledge/slope detection sound should now be available. You can toggle it from the pause menu, if you'd rather turn it off. It plays when you hold forward to walk or run, but not on your first step, so be careful.
- It should now be easier to cancel out of a dash by crouching.
Changes in 0.3b:
- The game no longer crashes when you try to play online.
- A guest pressing down no longer registers as pressing C.
- Enemies no longer continue to target civilians after said civilians have escaped.
- In-game movelists added to the pause menu. So far, only story-playable characters are included, plus a couple for VS.
- More movelist tweaks. Mozuda now has knife combos.
- A tweak to one of the last bossfights, which should increase the difficulty.
- VS mode should no longer erroneously prompt you about skipping cutscenes.
- More scenery items added to VS arenas.
- Vigilantes could very rarely (as in, their AI hasn't changed in months and I saw it for the first time this morning) become invincible. Hopefully, this has been corrected without breaking their threat level.
If you made it down here without downloading, and don't want to scroll all the way back to the top:
Click here to download Everdark Clash!