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Once a fabled assassin, you hunted those who jeopardized the order and balance of your home planet, Odorus. Now, after a blinding flash of light during a routine mission to stop a murderer who calls himself The Apprentice, you find yourself alone on a mysterious island with little recollection of the task at hand. Can you complete your original mission and stop this mysterious killer before he gets to Andoru?

Heroes of Umbra is short 2D side-scrolling multiplayer RPG that plays similar to games like MapleStory, Super Metroid, and Diablo. You can hack and slash away slimes or duke it out with your buddies in the battle arena. Target platforms include Desktop (cross-platform), Android, and OUYA.

Unlike its paraquel, Starless Umbra, HoU features 100% original assets and music. I'm retaining a strict 16-color palette for all game assets to maintain visual integrity and capture the SNES-era look-and-feel. The game emphasizes gameplay over storytelling like many classic 8- and 16-bit adventure games.

Updates
Because it's so easy to push builds with dropbox, you can always get the latest version of the game at play.heroesofumbra.com. I will still try to update the RMN links regularly, but I generally deploy new builds a few times a week. Search #HeroesOfUmbra on twitter for a changelog.

Latest Blog

Heroes of Umbra Launching June 1st



It's finally done and ready. And only about 4 years later than I had hoped!

Heroes of Umbra on Steam

The game will launch for $9.99 (USD) with plans to provide free updates if there's some demand. It includes English, Portuguese (BR), German, and Russian localizations, with more to come!

Please wishlist and consider picking up a copy June 1st if you enjoyed the previous iterations of the game. Your support will help pay artists for my other project, Starless Umbra, and help complete it at a (more) reasonable pace.

With respect,
--dhm

PS I mentioned having a demo up, that is still planned when I have a moment. I took the one posted her temporarily down because it was really old.
  • Completed
  • Commercial
  • dragonheartman
  • Custom
  • Adventure Platformer RPG
  • 02/18/2013 09:09 PM
  • 05/14/2018 12:30 AM
  • 05/12/2018
  • 144157
  • 86
  • 310

Posts

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Kinda reminds me of Keith Courage in Alpha Zones. It's a Turbografx 16 game if you didn't know. Looks interesting though.
Subbed. Look forward to more updates.
I really like the look of this. Can't wait for a download
khazga
Perpetual Nuisance Machine
1000
Looks delicious.
Rarely do I see a project on here that makes me go, "OMFG I WANT TO PLAY SOMETHING LIKE THIS." This is one of those projects.
Heroes of Umbra, the Starless Umbra MMO?...W-...Will it be free to play? Monthly Subscriptions starting 15.00 a month!? Microtransactions?!

SIGN ME UP!!
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Woohoo! Thanks for the words of encouragement, all. This is a huge boost of motivation and an alpha build is certainly in the near future.

author=Red
Heroes of Umbra, the Starless Umbra MMO?...W-...Will it be free to play? Monthly Subscriptions starting 15.00 a month!? Microtransactions?!

SIGN ME UP!!
Lol! I considered an MMO. Certainly this can scale to huge servers, a la minecraft, but I don't think I can maintain a dedicated server. The main reason is that the server is a very thin wrapper around the game logic -- most of which occurs on the client side so "hacking" levels and so on is trivial.

It's for that reason that I'm advertising this more as a "fire up a server and play with your buddies" sort of game. That way if you decide to hack or whatever it only really cheapens the experience for the party playing. :)

Of course it will be free, too! I might include some sort of donate/get alternate gear. I don't know how that would work though. I'm not good at making money from my gamemaking endeavors.
Looks quite interesting! I will give this a new subscriber to your list, Me...
This game reminds me way to much of Diamond Hollow 2. The Graphic Style, the RPG-like leveling system,etc. You did a good job of creating this game because I was addicted to Diamond Hollow 2 and hopefully I get the same addiction from this game. You just earned yourself another subscriber:)

Play Diamond Hollow 2...
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=XBuster
This game reminds me way to much of Diamond Hollow 2. The Graphic Style, the RPG-like leveling system,etc. You did a good job of creating this game because I was addicted to Diamond Hollow 2 and hopefully I get the same addiction from this game. You just earned yourself another subscriber:)

Play Diamond Hollow 2...
Wow that game looks great; I've never heard of it but I'll have to give it a good play.

I went with the style I have for two reasons: one, of course I really have that nostalgia for SNES style games, but more importantly I really want to practice my pixel art. The game should also look cohesive visually, so I'm creating everything myself using only sixteen colors. :D
Wow dude. Pretty cool game, I play it with my friend and I can't wait 'til its fully completed. Also does is stop at the forest? I got to a place past the skeletons and tough slime things and it seemed like it ended.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=JadeDragon0100
Wow dude. Pretty cool game, I play it with my friend and I can't wait 'til its fully completed. Also does is stop at the forest? I got to a place past the skeletons and tough slime things and it seemed like it ended.
Yeah, unfortunately that's all there is for the moment.

I do appreciate you playing! Especially multiplayer; I want the next version to have a boss. >:)
I got up to level 32 in the forest before the EXP bar slowed to a crawl (progressing normally, just taking a while to get enough EXP), presumably time to go on to the fourth area- which doesn't exist.

BTW, something about those skeletons is more creepy than Castlevania has been lately. And those orange slimes aren't pushovers, either. There were a few times I was hit by something that was invisible, or the enemy would spawn directly in front of me. Overall, though, it wasn't too bad.

There's also understanding of difficulty here- instead of continuously getting harder, there is an area with just beholders after the rage slimes and skeletons. A good place to settle and build your stats after getting pummeled by the strong foes.
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Thanks for giving it a try, VideoWizard. I've still got plenty of bugfixing to do, so I appreciate all the great feedback I've gotten. I'm especially glad you like the graphics, because I haven't seriously tried to create something 100% original yet.
edchuy
You the practice of self-promotion
1624
Interesting that you have a PC and Android version of your game. I definitely will download both of your RSW versions to give them a try see how they compare.
Ratty524
The 524 is for 524 Stone Crabs
12986
Played your current release.

I really like this. It has the elements of a fast-paced action platformer while still keeping RPG-like attributes, and I don't feel like the RPG-ness of it kills the pacing like it does in games like Maplestory.

But yeah, there are plenty of bugs. The eyeball enemies sometimes spawn into thin air and aquire massive HP bars, getting hit by invisible enemies, and maybe the hit detection of the eyeball's projectiles are a little too wide, considering that they can hit you when you are standing on a platform that is one tile lower.

Some other suggestions would be to make sure enemies don't spawn directly at the player's position, because it's kind of a cheap hit, and the HP regen characters don't need to be seen when you are at full HP. :P
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=edchuy
Interesting that you have a PC and Android version of your game. I definitely will download both of your RSW versions to give them a try see how they compare.
Thank you -- they should play similar, but of course it's not as feature-complete on the Android version.

author=Ratty524
Played your current release.

I really like this. It has the elements of a fast-paced action platformer while still keeping RPG-like attributes, and I don't feel like the RPG-ness of it kills the pacing like it does in games like Maplestory.

But yeah, there are plenty of bugs. The eyeball enemies sometimes spawn into thin air and aquire massive HP bars, getting hit by invisible enemies, and maybe the hit detection of the eyeball's projectiles are a little too wide, considering that they can hit you when you are standing on a platform that is one tile lower.

Some other suggestions would be to make sure enemies don't spawn directly at the player's position, because it's kind of a cheap hit, and the HP regen characters don't need to be seen when you are at full HP. :P
Awesome. I <3 feedback. I've logged tickets for the issues you've had, and I agree with your regenerate idea. I think it slipped my mind in the last-minute RSW rush. I'm glad you were able to enjoy the demo though. Try netplay with a few of your buddies!
Ocean
Resident foodmonster
11991
Yeah the game looks nice! I was playing it and got to level 23. The boss gave me problems (i.e. I haven't beaten it yet) but it's nice how you see yourself go from running from the enemies that are too hard to being able to eventually beat them with ease. I liked it!

How much more of the game is there after the boss?
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
author=Ocean
Yeah the game looks nice! I was playing it and got to level 23. The boss gave me problems (i.e. I haven't beaten it yet) but it's nice how you see yourself go from running from the enemies that are too hard to being able to eventually beat them with ease. I liked it!

How much more of the game is there after the boss?
Of the current demo there isn't anything yet. I was trying hard to finish the next dungeon but it was just too rushed. It'll be available soon, though, because I'm finding it's easier to just release more frequently.

The boss at one point was too easy but I might have made him too hard. Eventually the stats will scale depending on how many players are on the map, but it's all a matter of tweaking things. Thanks for checking it out.
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