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**THIS GAME IS IN DEVELOPMENT AND NOT FINISHED!!**

In the land of Arcana, adventurers would set out to explore uncovered mysteries, powerful ancient treasures and slay mythical beasts but there was one dungeon that all adventurers strayed away from because it would mean certain death, the Grimvault. An ancient Leyline houses the anomaly and has the strongest treasures the land has to offer.


Fight your way through 6 dungeons to unlock the legendary Grimvault and discover the mysteries of the Archmage, Magicus. 


Three classes to pick from all with unique abilities and passives:

Archer - Melee character with long range attacks

Knight - Melee only character with advanced armor and HP

Mage - Glass cannon ranged character with AOE


Dozens of enemies and traps flood the dungeons with difficulty scaling as you progress, a soft perma death mechanic and a never ending end game dungeon with the hardest enemies and best loot. 

Working shop, camp system, perma stat upgrades, level system and skill tree.


(Please be aware that this build is a work in progress, you may experience bugs, lackluster mechanics or graphics. I've only been working on this for about 2 months and just learned python 5 months ago. It's not anywhere near perfect, but the game is fun and it kills time.) 

Download

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Click download now to get access to the following files:

Grimvault.apk 148 MB

Development log

Comments

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You have worked hard on this is think but did you not use any bone attachments?

Basic bone structure is there but I'm still working on the models and animations. You'll see gradual updates as time goes on, I appreciate the time playing!

I mean, how are you attaching equipment to character, beacause the way they are held is all wrong. If you are using godot, you should be using bone attachment, dunno about other engines

It is bone attachment but right now with the version released, it's just snapped on. I've been fixing equipment to not look broken. The next update, most major visual hiccups you see or bugs will be fixed.

It's just that looking at the crossbows aiming at their own shoulders, the sword handles through the palms and shield through forearms makes my brains itch when i know it's an easy fix. Adjust the position and roation of the child mesh of the bone attachment on a tpose and done.

I had a similar idea to you for an angelic race but the halo looks too high.

The lizards just look goofy, i have no idea how to fix that. 

Did you just scale down the skeleton for dwarf, because that's what it looks like? Instead, adjust the scale of root bone to make to character totally smaller, or the scale of the spine and leg bones to make the character shorter

Another problem I noticed was that the hands had overlapping meshes, which happen when two meshes of the same shape in the same position have different material. Use just the head, and it's fixed.

Quarternius also has sword and shield assets, you can look there for expansion. The Kaykit  sword and sheilds kind of look oversized there. 

Now, no shade, but it's genuinely humbling to see someone make a complete game, especially from free assets. Hell knows how much ive been stuck. Great job on recoloring the outfits. 

Again congradulations on making a complete game

Oh it's nowhere near complete. I've been slowly working on making it better and adding things, making it better. I'll have it marked as complete when it's finished. I added you on discord by the way

If you want to continue this discussion hit me up on discord: fableoftheunspokenword