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SAGE 2023 - Demo Veredilia: The Sacred Forest (SAGE 2023 Build)

General Information

Veredilia Centred Alt.png


INTRODUCTION:
Veredilia: The Sacred Forest is a 2D platforming game that takes inspiration from classic platformers such as Sonic, and fighting games like Mortal Kombat. The game aims to be a combination of classic 2D platforming with 1v1 fighting whilst also exploring the large forest of Veredilia across various locales with a wide range of characters, technical movesets, and flashy combos. You can take control of one of 3 characters, each with their own special moves, combos, and super moves. Solve puzzles, uncover secrets, and kick, punch and slash your way to victory, before it's too late. Do you have what it takes?

This is the SAGE 2023 Build which contains 4 fully completed stages, 1 WIP stage, a boss fight, 3 playable characters, a hub world to explore in, and a watchable cutscene complete with voice acting.


SYNOPSIS:
Over 50 thousand years ago, a dark overlord has plotted a dark plan to invade and control the magical forest of Veredilia and its people. Across those thousands of years, he and his army have consistently attempted invasion but have failed due to the incredible diligence, bravery and courage of the Veredilian Resistance, lead by the almighty Caribou King, and thanks to a sacred artefact which keeps the Forest together and protected from the forces of evil. Many generations and thousands of years later into the present day, the dark overlord and his forces have this time located the sacred artefact and once again attempt invasion and fought to the death with the current Caribou King. As a failsafe to make sure this would never happen, he had shattered the artefact into multiple pieces, sacrificing his own life in the process. Now it's up to his two sons, Rein and Toronto the Caribou, as well as a young female Kitsune named Vancouver, to find the artefacts, defeat the dark overlord and his henchmen, and save Veredilia, the Sacred Forest, from eternal domination.

A BIT OF BACKSTORY:
This game had began in roughly April-May 2019 and has undergone many changes and additions, being currently developed in Game Maker Studio 2.3. This was originally developed alongside another Sonic fan game at the same time but due to conflicts with work and social activities in real life, this project has become my main priority. Nonetheless, it takes many inspirations from many of my past fan games, which have been huge learning experiences for me.

This game has become my first original project and game which I plan of commercially selling, after developing a total of nine Sonic fan games, many of which have remained incomplete. Many elements of this game you see will have references to some of those games, most notably my two more recent fan games which were developed in the back end of the 2010s. Also being a hardcore classic Mortal Kombat fan (my favourite in the franchise is Ultimate MK3) fan and also a sucker for combat oriented games like Ninja Gaiden 2, you will see many elements of those games present here as well, such as dial-in combos, MK styled Special Moves, similar looking animations, and even the presence of blood effects. The game is also planned for a Steam release at a future point in development
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SCREENSHOTS:
title.png pause7.png pause13.png pause15.png pause10.png pause13.png pause9.png pause3.png pause4.png pause.png

Comments

why do you keep giving your characters such widely spaced-out eyes? looks very disorienting. is that like an artstyle of yours or something
 
Got this error message the moment I tried using the controls menu to change a key:

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object objChangeControls:

draw_sprite argument 2 incorrect type (string) expecting a Number (YYGF)
at gml_Object_objChangeControls_Draw_0
############################################################################################
gml_Object_objChangeControls_Draw_0 (line -1)


Once I got past that, though, this was very playable, even if still pretty early. The end-of-level rank system is cool, though if you die even once you basically get F in everything because all the numbers reset. Enemies are basically guaranteed to hurt you because they can attack so much faster than you can, so it basically always makes sense to rush past them instead of fighting... the only reliable way I found to do damage to anything (including the boss) without getting beaten up was using the heavy attack while running past. Shields and checkpoints are kind of hard to see against the scenery. But it's still neat to see a Freedom Planet fangame with this much stuff in it. Graphics are detailed and varied with big backgrounds, characters are well animated and have fun incidental voice lines, there are a handful of cute level gimmicks, running up walls seems to work perfectly. It's early but I'm impressed.
 
first thing that really jumps out here is that the menu and in game UI are all gorgeous! really love the design work there.

freedom planet seems like a clear inspiration here, but compared with freedom planet this seems to have some pretty different inspirations, and does a lot to faithfully evoke those, from the tone of the cutscenes to the block/parry and attack system. the walljump speed/angle in particular feels perfect for the vibe veredilia's going for. the music and background work create environments that feel good to be in.

some personal preference stuff i would like to see: i'd like to be dumped into a stage before i'm introduced to the hub, just to give me a little more context about the world (and a little currency to think about spending) before i wander around and meet characters. i personally prefer dismounting from rails to be down + A instead of just down because i habitually hold down on rails for some reason, but that's just me lol. i also think rails could stand to be just a bit faster.

overall very cute game and i'll be keeping an eye out for that steam release!
 
Got this error message the moment I tried using the controls menu to change a key:

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object objChangeControls:

draw_sprite argument 2 incorrect type (string) expecting a Number (YYGF)
at gml_Object_objChangeControls_Draw_0
############################################################################################
gml_Object_objChangeControls_Draw_0 (line -1)


Once I got past that, though, this was very playable, even if still pretty early. The end-of-level rank system is cool, though if you die even once you basically get F in everything because all the numbers reset. Enemies are basically guaranteed to hurt you because they can attack so much faster than you can, so it basically always makes sense to rush past them instead of fighting... the only reliable way I found to do damage to anything (including the boss) without getting beaten up was using the heavy attack while running past. Shields and checkpoints are kind of hard to see against the scenery. But it's still neat to see a Freedom Planet fangame with this much stuff in it. Graphics are detailed and varied with big backgrounds, characters are well animated and have fun incidental voice lines, there are a handful of cute level gimmicks, running up walls seems to work perfectly. It's early but I'm impressed.
Hey there, thanks for the review, I'm happy with it. Enemy AI was something I have been planning to fix up for a while to be smarter and less aggressive on Normal Difficulty, and I am planning to dumb down the boss difficulty as well. Though I would recommend blocking as well, so that you don't get your ass beat up 24/7. Anyways, thanks a lot and I'm looking forward to getting back to this game to make some improvements which I think are worthwhile.
 
first thing that really jumps out here is that the menu and in game UI are all gorgeous! really love the design work there.

freedom planet seems like a clear inspiration here, but compared with freedom planet this seems to have some pretty different inspirations, and does a lot to faithfully evoke those, from the tone of the cutscenes to the block/parry and attack system. the walljump speed/angle in particular feels perfect for the vibe veredilia's going for. the music and background work create environments that feel good to be in.

some personal preference stuff i would like to see: i'd like to be dumped into a stage before i'm introduced to the hub, just to give me a little more context about the world (and a little currency to think about spending) before i wander around and meet characters. i personally prefer dismounting from rails to be down + A instead of just down because i habitually hold down on rails for some reason, but that's just me lol. i also think rails could stand to be just a bit faster.

overall very cute game and i'll be keeping an eye out for that steam release!
Hey there, sorry for late reply but thanks for your review! Despite what many think, Freedom Planet is not the primary inspiration for this game, even though it may seem like it. Mortal Kombat (more specifically UMK3 and MK5) and Ninja Gaiden 2 (the 3D one), were my 2 main inspirations outside of Sonic (I reckon more of an influence than Sonic anyway), as well as inspiration from Bloodsport, which is a 1989 martial arts tournament movie. As such, the game should be played with the mindset of either an MK or NG player, as otherwise you will get destroyed, trust me. The combo system is nothing like that from Freedom Planet.

I do plan on making further improvements which will address issues brought up here as part of a Post-SAGE demo, such as improving enemy and boss AI and some bug fixes. Once again, I thank you for review and for showing interest in my project.
 
This could be waaay better.

So, in regards to the traversing through the stages, Rein is obviously the best choice, but his upwards and downwards maneuvers have no momentum to them; he just stops on a dime and goes up or down, and if he hits a slope, he still stops dead in his tracks. There's also a boost, but it's a super boost in the air. There's Vancouver the Kitsune, but her main gimmick is gliding and super jumping. She's a little better since her main gimmick is verticality, but as fox spirits are capable of using hitodama and shapeshifting I was hoping for something a bit more creative than just blowing kisses and Tails & Knuckles. I know there's three characters, but in some of the more well made games, like Freedom Planet, and Sonic Moumentum, the Characters actually have different movesets that specializes in something pertaining to traversal that gives them a sense of flow. Even Millia (who feels like a better version of Vancover, by the way) who lacks a true boost forward option still has a way of essentially vaulting over obstacles, due in part to her flight that has much better control, and she also has a much better attack as well. I know sonic games aren't really about going fast or we wouldn't have the platforming we do, but only Rein, who looks like a girl, is really good. Toronto is the worst character, on account of seemingly being combat focused, but that's a massive issue.

The combat just slows the game to a crawl and not for anything fun. Sorry, but it's an insult to call this "inspired" by Mortal Kombat. Maybe it's only in it's early stages, but it's absolutely terrible. The inputs are weird and it feels like you have to rapidly input the entire string before it's even gotten past the second combo. The combos themselves don't feel like they have anything to differentiate from one another in the first place. In general, the combo strings don't really feel like that do anything unique and even if they did, you don't really have a way of following up. Even the Launcher is useless as you don't have an air combo. They don't even fight any differently. Toronto, who also looks like a girl, fights pretty much the same as Rein, and Vancouver is also not that different either. Even Sonic Vs Darkness had a way better combo system in place, as all the combos actually serve an individual purpose while allowing room for spectacle. Even Spyro T.E.N on GBA has a better combat system than this, as it was essentially a fighting game. If your going to make a sonic-esque game combining combat and traversal, the combat either needs to be seamlessly implemented into a platformer with an emphasis on combat by having most if not all of the attacks serve as Traversal Tools, ala Freedom Planet and MMZ, or it needs to be designed to be a beat em up with large platforming elements ala Advent NEON. It needs to be complex, simplistic but satisfying, or a decent balance.

The way the game is now, it needs serious work, in order to elevate it into something special. It's a run of the mill platformer, and it's an absolutely awful beat em up.
 
This could be waaay better.

So, in regards to the traversing through the stages, Rein is obviously the best choice, but his upwards and downwards maneuvers have no momentum to them; he just stops on a dime and goes up or down, and if he hits a slope, he still stops dead in his tracks. There's also a boost, but it's a super boost in the air. There's Vancouver the Kitsune, but her main gimmick is gliding and super jumping. She's a little better since her main gimmick is verticality, but as fox spirits are capable of using hitodama and shapeshifting I was hoping for something a bit more creative than just blowing kisses and Tails & Knuckles. I know there's three characters, but in some of the more well made games, like Freedom Planet, and Sonic Moumentum, the Characters actually have different movesets that specializes in something pertaining to traversal that gives them a sense of flow. Even Millia (who feels like a better version of Vancover, by the way) who lacks a true boost forward option still has a way of essentially vaulting over obstacles, due in part to her flight that has much better control, and she also has a much better attack as well. I know sonic games aren't really about going fast or we wouldn't have the platforming we do, but only Rein, who looks like a girl, is really good. Toronto is the worst character, on account of seemingly being combat focused, but that's a massive issue.

The combat just slows the game to a crawl and not for anything fun. Sorry, but it's an insult to call this "inspired" by Mortal Kombat. Maybe it's only in it's early stages, but it's absolutely terrible. The inputs are weird and it feels like you have to rapidly input the entire string before it's even gotten past the second combo. The combos themselves don't feel like they have anything to differentiate from one another in the first place. In general, the combo strings don't really feel like that do anything unique and even if they did, you don't really have a way of following up. Even the Launcher is useless as you don't have an air combo. They don't even fight any differently. Toronto, who also looks like a girl, fights pretty much the same as Rein, and Vancouver is also not that different either. Even Sonic Vs Darkness had a way better combo system in place, as all the combos actually serve an individual purpose while allowing room for spectacle. Even Spyro T.E.N on GBA has a better combat system than this, as it was essentially a fighting game. If your going to make a sonic-esque game combining combat and traversal, the combat either needs to be seamlessly implemented into a platformer with an emphasis on combat by having most if not all of the attacks serve as Traversal Tools, ala Freedom Planet and MMZ, or it needs to be designed to be a beat em up with large platforming elements ala Advent NEON. It needs to be complex, simplistic but satisfying, or a decent balance.

The way the game is now, it needs serious work, in order to elevate it into something special. It's a run of the mill platformer, and it's an absolutely awful beat em up.
Hey there, thanks for the honest review on my game. I knew that not everyone was gonna be able to get into the unique systems and mechanics this game has, but after reading through this review I do agree on a few things like giving some of the characters better moves and combos and rethink a few concepts. I've definitely planned for that to happen. Even so I think you've missed the point of what this game tries to accomplish.

The game was not designed to be a Freedom Planet Clone or anything like that and thus the game should not be viewed in this context. It's meant to be a different take on what already exists and by all accounts, I did as best I could. Being a huge MK fan myself I made it more like the combos you would see in classic MK games and it's not meant for everyone, some people like it and others don't. It's meant to be its own thing, not a rip-off of a formula that already exists. Although I can probably check out some of those games you've mentioned so I an get a bit of a better idea.

Thank you for the honest review once again. Sorry to hear that you didn't enjoy what it had to offer though.
 
Hey there, thanks for the honest review on my game. I knew that not everyone was gonna be able to get into the unique systems and mechanics this game has, but after reading through this review I do agree on a few things like giving some of the characters better moves and combos and rethink a few concepts. I've definitely planned for that to happen. Even so I think you've missed the point of what this game tries to accomplish.

The game was not designed to be a Freedom Planet Clone or anything like that and thus the game should not be viewed in this context. It's meant to be a different take on what already exists and by all accounts, I did as best I could. Being a huge MK fan myself I made it more like the combos you would see in classic MK games and it's not meant for everyone, some people like it and others don't. It's meant to be its own thing, not a rip-off of a formula that already exists. Although I can probably check out some of those games you've mentioned so I an get a bit of a better idea.

Thank you for the honest review once again. Sorry to hear that you didn't enjoy what it had to offer though.
I didn't get the idea it's supposed to be a Freedom Planet Clone. If your talking about the original trilogy, I don't really understand the end goal, since MK combat is slow and Sonic has pretty good flow. I mean, if it's a beat em up with platforming like Viewtiful Joe, then yeah, I can see that working, since platforming is usually boring, and archetypes could differentiate between the trio, but if it's the other way around, then It all the characters probably should have moves that work in traversal, especially in the case of their special projectiles. Calling a platformer that does this a FP clone is like calling platformers with jumping on enemies a mario clone.
 
I didn't get the idea it's supposed to be a Freedom Planet Clone. If your talking about the original trilogy, I don't really understand the end goal, since MK combat is slow and Sonic has pretty good flow. I mean, if it's a beat em up with platforming like Viewtiful Joe, then yeah, I can see that working, since platforming is usually boring, and archetypes could differentiate between the trio, but if it's the other way around, then It all the characters probably should have moves that work in traversal, especially in the case of their special projectiles. Calling a platformer that does this a FP clone is like calling platformers with jumping on enemies a mario clone.
Since I was a big fan of some MK games like MK Mythologies Sub Zero and MK Shaolin Monks (which are platformer MK games, say what you want about Mythologies) and I like how they played I can say they were a big influence. MK Mythologies was if you took UMK3 and made it into a platformer game. Since I wanted the game to have more combo-heavy mechanics I thought it would be a better idea to slow down the characters' top speeds so that the fast speed wouldn't overshadow the dial-a-combo stuff. The general idea of this game was mainly "Sonic x MK x Ninja Gaiden with original characters". I guess the reason why many people see this as a freedom planet clone is due to the fact that there's furry characters and "fast speed" gameplay in it. I guess it's because of it that people expect the game to play more along the lines of that game and don't really see the MK like mechanics the game has. In terms of mechanics and systems, this game plays drastically different to Freedom Planet so that's why I don't see it as a clone of that game.

I can definitely see the valid criticism with not having more mobility-based attacks. While there are some of these in the game (such as Rein's super dash, Toronto's backwards teleport, and Van's downward hop kick), I definitely feel I can enhance this area of the game as much as possible by making more use of the buttons the game gives you.
 

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