Flagelo
A downloadable game
Flagelo challenges the player, who controls the Penitent, facing the dungeon's hellish trials in a dynamic 2.5D platformer game.
The levels are themed on the character's sins, which he shall face, managing his own health as a resource. He can use the dungeon's traps in his advantage, and follow the penance, or tread a hard path of acceptance.
--Controls-- Keyboard Horizontal Movement: A - D / arrows ← - → Vertical Movement (on ropes): S - W / arrows ↓ - ↑ Jump: Space Kneel: Shift / Ctrl Pause: Esc Gamepad Horizontal Movement: Left Joystick Vertical Movement (on ropes): Left Joystick Jump: South Button (A / ✕) Kneel: West Button (X / □) Pause: Start / Options Cheats Pause Fervor Timer (yellow timer): K Heal Health: P Heal Fervor (max health): O Level Up: N Return to Last Confessional: R Load Specific Scene: F1 - F10
System requirements
OS: Windows® 8.1 / Windows®10;
Processor: Intel® Core™ i3-380M or better;
RAM: 2 GB;
Graphics card: NVIDIA® GeForce® GT 630;
Monitor Resolution: works better on 16:9 proportions;
DirectX: 9.0c;
Disk space: Requer 1200 MB de espaço livre;
Sound card: Compatible with DirectSound;
Additional notes: Support for gamepads and keyboards, internet connection not necessary.
The game is set in an unspecified remote location in medieval Europe around the year 1200, where the Penitent seeks to follow the Path of Penance through the Dungeon of Sin, striving to free himself from his torments and have his soul forgiven. The path is marked within the dungeon by Idols, the focal points of each act, left by the cultists who built it. Meanwhile, along the way, the Penitent interacts with other characters within the game, one of whom is the Priest, who is present in all the Confessionals. In addition, there are other penitents scattered throughout the scenario who try to survive the Dungeon of Sin.
The narrative proposes three acts focusing on the protagonist's journey and presenting each arc as an introduction to a sin previously committed by the character, as they revolve around the Primal Sin. This is divided into: Desire, Betrayal and Brutality. The sin of each phase is lightly indicated through speeches by the Penitent about the scenario or items in the game. At the end of the first act, Desire, it is revealed that the Penitent sinned and fathered a child outside of marriage with a lover through the confessional. After this, the second act deals with the sin of Betrayal, where the Penitent forced the woman to abort her child. Consequently, the third act and the great climax of the game, shows the sin of Brutality committed by the forced abortion that culminated in the death of his beloved and baby. Thus, the player is forced to confess his sin and accept the guilt for it.
Ídols
Idols are the marks that prove the Path of Penance. They were left by the cultists who built the Dungeon of Sin. Each Idol has a group of Sub-Items that refer to it, and they are found scattered throughout each act, all refering to the Main Item. When the Penitent interacts with the Idols or Sub-Items, he reveals something about his story using quick phrases during the game that relate to the object he picked up.
Mechanics
Core Gameplay
Act
The game is divided into three acts with two levels each. They have a progression with great variety and complexity of mechanics. Each arc has a focal point in the scenario that revolves around the narrative.
Main Item
Idols left by the cultists when they created the Path of Penance and focus on the story of the Penitent.
Subitems Smaller
items that refer to the Idols and the story of the Penitent.
Movement
The character moves using the “A” and “D” keys to walk horizontally, “W” and “S” to go up or down vertically, “Space” to jump and “Ctrl” to kneel. In addition, there is movement through the scenario with static platforms, mobile platforms (defined route) and ropes (climbable vertical surface), propulsion by Torments and confession (kneeling) in the Confessional.
Special Platforms
Falling platform, introduced in Betrayal: it falls after a while.
Painful Platform, introduced in Brutality: it deals damage.
Health
The Penitent's current health and greatest resource. It decreases with Torments, and can be recovered with healing items in the scenario. Under no circumstances can Health exceed the value of Fervor.
Fervor
The maximum value of the character's Health, that is, how much the Penitent is willing to endure as punishment for his transgressions using the maximum amount of Torments that are spread throughout the phase. Furthermore, Fervor decreases at the end of a countdown, being momentarily delayed by a Torment. Therefore, the lower the Fervor, the fewer punishments the Penitent is able to receive before it fades away, and thus begins his purification again. However, it can be recovered the first time the Penitent interacts with a Confessional.
Torments
The punishments and trials that the Penitent will be subjected to in the search for his atonement. They will come through Traps placed throughout the environment that hurt the Penitent's Health upon contact. They can propel him to influence his movement, positively or negatively.
Traps
They all deal damage. Each trap has a different damage. You take damage each time you interact with the same trap more than once or each time you interact with different traps.
Wire, it holds the player to a surface, he kneels, lets go and falls. When he jumps, he goes in the opposite direction of the wire wall. Damage when entering and exiting the wire. Wall Jump.
Spike, it throws the player in any direction, that is, the direction the spike points, so he momentarily loses control. When leaving the contact of the "spike", he regains control of the character.
Special Traps
Portal is introduced in Desire.
It is a vortex of temptation that pulls the player in a direction for a period of time. If you reach the source of this temptation, the player becomes trapped (unable to move) until the end of the time interval. As a result, they receive a lot of damage. If the Portal is on the ceiling, the character falls more slowly. If the Portal is on the ground, he falls faster. If the Portal is horizontal, he is pulled, but if the character is kneeling, the Portal pulls him more slowly. If the player is falling faster through the Portal and it kneels, he falls even faster. If he is falling slower, being pulled upwards by the Portal, and he kneels, he starts falling in a speed close to normal.
A mushroom that shoots explosive spores is introduced in Betrayal.
When the player's back is turned to this trap, it fires a projectile. When colliding with the player, the projectile simply causes damage and disappears.
When colliding with a surface other than the player, it explodes. If the player is in a certain area around the collision point, the player is propelled in a vector of the difference between the player's position and the point of the explosion
Crusher is introduced in Brutality.
It has two variants. The first falls indiscriminately, independently of the player, in one direction until hitting a surface, and then slowly returns to its original position. The other only falls when the player passes underneath it, and then starts ascent cycle.
Fading
When Health reaches zero, the Penitent will fade away, restarting the purification from the starting point in the room. In this case, Health and Fervor will return to the starting value from when you first entered the room. However, if the Penitent's Fervor is depleted, he will restart the purification from the last Confessional he interacted with.
Confessional
The checkpoint/save point where the Penitent is safe, without decreasing Fervor, and where to restart after Fading
Optional
Appears halfway through an Act. On first contact, the Player can choose to use it, and fully recover Fervor and Health; if ignored, the Player receives no benefit.
Punctual
Appears in the interval between Acts. It is compulsory, fully recovering both Fervor and Health on first contact. In addition to directly exposing narrative context clues.
Buff
After the loading/statistics screen for each level, the buffs screen appears. They are arranged two by one, in relation to the mode the player is playing. If the player does not wish to use them, he can ignore them and continue with his gameplay.
The Pain buff, a path full of Torments, appears with the phrase “Your soul is growing stronger.” While the Painless buff, a peaceful path, appears with the phrase “You find more meaning.”
Buff List
When taking lethal damage to Health, you are left with ONE health, which can only be used ONCE (Relevant for Pain)
The damage from Torments is increased very slightly, but you receive the damage spread out over several seconds (Relevant for Pain)
Take less damage from Torments and gain Fervor equal to the damage taken (Relevant for Pain)
Gain double Fervor for a while or on the first trap that dealt damage (Relevant for Painless)
Ignore damage from an Torment ONCE, but its effect works normally (Relevant for Painless)
Pause the Fervor timer for a bit at the beginning of a room (Relevant for Painless)
Published | 9 hours ago |
Status | Released |
Authors | Thomaz Meniquete, Isaac Souza, Felipe Carvalho, Pedro Barbosa, MayaTheWeasel, Gabrielle Neves |
Genre | Platformer |
Tags | Controller, Difficult, Fast-Paced, Multiple Endings, No AI, Singleplayer, Unity |
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