
Mythic Prelude is an action-adventure title inspired by Action-Adventure titles from the 90s. This concept demo is designed as a stand-alone freeware product!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English
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Вечно эти демки обрываются на самом интересном месте, оставляя после себя только недоумение и легкий зуд в кошельке - мол, ну купи уже полную версию, не будь жмотом, а вдруг там дальше шедевр в который я не поиграю... Если вдруг этот мой спич наберёт 50 лайков и 10 наград, я, как мужик сказал, так и сделаю: куплю наконец полную версию на распродаже, поиграю 100 часов, значок улучшу и реально пойду в церковь, поставлю свечку разрабам, чтоб они и дальше клепали крутые проекты, а не только дразнили нас кусочками.
Lucky me gets to write the first review for Mythic Prelude - Concept Demo. Despite being flagged and published on Steam as a full game instead of a demo (perhaps an error by the developer when publishing), this is definitely just a demo and not a complete game. Mythic Prelude is a template flip from the godawful GameMaker Studio game construction kit. The developer took a template for a 2D top down Zelda style retro pixel brawler, filled out the detail, slapped a few asset flipped sprites and low effort retro pixel backgrounds on, and then dumped it on Steam. GameMaker Studio is a terrible quality "game" construction kit, so it's no surprise that games "made" by copying + pasting templates from it are likewise terrible quality, and there's no exception here. Game construction kits aren't meant to make professional products, they're meant to educate and teach people about some aspects of game making, and to make demos to pass around to friends. Retro pixel "art" was used as a substitute for contemporary PC graphics, usually this is the same root cause as "developers" using game construction kits... they lack the budget/talent to do the job professionally and they compromise. I don't believe gamers should put up with compromises. In line with the poor quality, this game demo is also buggy, it crashed for me within the first couple of minutes of gameplay. I guess "software testing" can join the other pile of professional game development conventions that weren't followed here. While this is free, and that's certainly noble, the quality is terrible. Asset flips and template flips are harmful to the gaming industry because they pollute the marketplace and reduce the visibility that genuine indie game developers, who do the right thing and don't use construction kits and templates, deserve.
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Concurrent players on Steam, sampled daily since tracking started.
Yağmur sesinin aralıklı gök gürültüsüyle birlikte çatıya yağdığı bir gecede Simon Gram, daha önce hiç görmediği, normal büyüklükteki bir insan için kullanışlı olandan daha büyük mobilyalara ve bilinmeyen tehlikelere sahip bir evde uyanır. Bulduğu tek şey, her zaman hayran olduğu ve her şeyin üstünde yükselen bir kahraman olan Tlaloc'un günlükleridir. Uykusunda bir kılıç ve konuşan bir kuzgun bulur. Gece hayatta kalmak ve gizemli evin tehlikelerinden kaçmak için savaşmalı!
[h1]Before I played Mythic Prelude - Concept Demo, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
I found this game through a Steam Game Randomizer online and thought it looked chill. Going in to actually play it, I realized it was a little outside my skill depth (Much like games like Undertale, this game requires a certain dexterity that I don't possess) That being said, I loved the concept of this Demo. The overall game this is meant to pull the player into is story-heavy. If you don't like reading, this title wouldn't be for you. But if you do like reading, the writing for this game is interesting. I got about as far as the first genuine save point in this demo (The fight after that is a little rough, and I just couldn't pass it. That doesn't mean it's poorly designed - Actually, it's pretty well designed to the mechanics of the game. You have to dodge and weave through enemies and try to hit the one guy that's actually gunning for you when he comes in, and it'll switch between that and a spinning ghost attack. There's a method to the madness, and I was able to figure out the patterns, I'm just not skilled enough to enact those movements. I do have some criticisms, since this is a demo likely meant to pull in player engagement to get feedback; 1) I'm a player who loves reading. If this is meant to be a dream sequence that plays heavily into reading, then give me more things to look at! Give me lore through the items around the building! Scatter in lots of things I can play with and look at, so I can understand the setting better, and get more of a uniform sense of what this place is. If it's a house, give me a look into the house owner's life! Show me old clothes and small notes and little details about weathered items, ect.. It would visually make the game more interesting, while also making it more exciting to engage with as a player. Right now, as you play, it comes across as a vague, empty dreamspace that's only partially formed (There's bookcases, sconces, windows, and an occasional fireplace that you can interact with- The text changes a fair amount between them, so interacting with each one does prove to be rewarding and not completely monotonous), but the journal entries intrigued me and made me wonder if this building was supposed to be a reflection of the journal-writer's home. As a player who loves lore, I wanna know more about the place we're in. A positive here is that you really got me curious about the books whose titles change on the same bookshelf. That was super exciting to read about, and made me wanna learn more! Stuff like that is awesome. 2) In the scenes where you're meant to be dodging and weaving through the ghosts, some of their hit boxes (aka, the boxes that allow them to hit you and damage you) are outside of their sprites, which makes it so the player thinks they're clear, only to take a hit. To avoid this problem, I think you just gotta fine-tune the sprite-to-hit box ratio. 3) The opening scene could have been a lot more interesting if we could have seen imagery of the scenes being discussed as we watched the figure walking to the gravesite. Your writing in this game is beautiful and interesting and engaging, but I'm also a very visual person, so I wanna SEE the things happening in the story when it's an opening cutscene. I feel like that would also draw the player in a lot more, and help this game stand out better. ------- Overall, I think the story really reflects the game-maker's skill at writing, and I think the reasons that the first review for this game were so harsh were because they weren't really looking at it for the heart of the game, which is the writing. You can tell with every step through the pages of this story, that it was crafted with a lot of love. Many of the scenes written in the journals leaped off the page at me as a reader, and really became vivid as I read them. The game is made by one person, and I think it's meant to be a method for telling a story. You're not likely going to find any ground-breaking game mechanics or images in this game, but you ARE likely to find an interesting story and great writing. Overall, definitely worth a playthrough of this demo. I hope the game maker doesn't give up, because I think the stories they have to share would be really cool to see.
I genuinely don't know why this doesn't have more plays and reviews. It's a fun zeldalike that stays just long enough to show some cool mechanics, music, art, dialogue, and (most important here) story without overstaying its welcome. Really hopeful for the full version whenever it releases.
Игра 'Mythic Prelude - Concept Demo' оставила после себя смешанные, но в целом положительные впечатления. Визуальный стиль, выполненный в пиксель-арте, выглядит достаточно привлекательно и создает атмосферу классических RPG. Музыкальное сопровождение приятное и ненавязчивое, хорошо дополняет происходящее на экране. Геймплейно демо демонстрирует потенциал, но требует доработки. Боевая система ощущается сырой, анимации часто выглядят нешлифованными, а баланс требует внимания. Персонажи, хоть и обладают некоторой харизмой, пока не раскрыты в полной мере. Сама идея сюжета, связанная с мифологией и предсказаниями, кажется интересной и захватывающей, но в рамках короткой демки сложно оценить глубину и проработанность мира. В целом, 'Mythic Prelude - Concept Demo' является многообещающим первым шагом, показывающим потенциал для создания качественной RPG в духе старой школы. Однако, разработчикам предстоит проделать большую работу по доработке механик, шлифовке визуала и углублению сюжета, чтобы превратить 'Mythic Prelude' в запоминающуюся игру. Слежу за развитием проекта с интересом.
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