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Cosmo Succubus details here

PROJECT_REMNANT is a hack n slash action game featuring a multitude of different characters and movesets. The gameplay mechanics center around a variety of stances and modes of combat per character with specific abilities that connect the different styles together. It is an Unreal Engine blueprint-based hack n slash project currently being developed by TakiGames.

*********Base version of PROJECT_REMNANT has been deprecated, however I will work on porting movesets seen in screenshots into the newer builds of the game. ***************

The playable build of PROJECT_REMNANT will continuously be changed and updated. Please check out the additional notes marked in books below the features list especially if you plan on playing without a gamepad. 

(page text and layout will be constantly updated, so bear with what I have for now)

For more details about the AE_NINJA Standalone version, go here!

https://takigames.itch.io/project-remnant/devlog/430366/project-remnant-ae-ninja-stand-alone-playable-character-update


For more details about the Cosmo Succubus Standalone version go here!

https://takigames.itch.io/project-remnant/devlog/505901/cosmo-succubus-standalone-playable-character-update


Features

-Saved Storage (1.2)

Saved storage boxes are available to share between all characters. Players can now save their item collection progress through this box.

-Interactive Tutorials (1.2)

As soon as the level starts, a welcome prompt will show up with an optional tutorial that will be available upon pressing right arrow key or Dpad right. Each character has a different tutorial.

-NEW MAP - Training Room (1.2)

The training room is a small dark simulated space where the players can control the enemy spawn and enemy types as well as play music. The room comes equipped with various objects that can be interacted with to trigger certain things like spawns, spawn types, music, cinematic camera mode, and next chapter unlocks. The beginning of the stage comes with one enemy with a large amount of hp so that players can have a much less chaotic experience while following the new tutorial system that comes with each character.  The map also comes with a randomly spawning merchant that sells every single equippable item for each character. The inventory is specific to the current character being played. 

-Chapter Select Menu

Using the chapter select feature, the player will be able to access different characters, each one contained in their own chapter along with an infinite enemy spawn. Interacting with the Oni Statue will unlock the next chapter. 

-Multiple playable characters

I’m heavily inspired by gacha hero-based hack n slash games like Vindictus, Honkai Impact, Punishing Gray Raven, and the more well known Genshin Impact. Following the footsteps of these games, I’ll be releasing more and more playable characters, each with their own combat styles. My combat system is made from scratch so it will be evolving along with each character release. The bread and butter of every character will be the ability to take on multiple combat styles and having special skills that glue these styles together. Each character will have very different ways of taking out the enemies. 

-Inventory & Crafting 

Enemies will drop cosmetic items that can be looted while unsheathed using D Pad down or E on keyboard. These items can be accessed through the inventory by pressing the start button or I on keyboard. Items include weapon reskins, separated armor pieces, and full model replacement skins. Only the chapter 1 2 and 3 characters have access to this. Crafting is currently only available for the chapter 1 character's weapons and consumes an amount of iron ore to create. 

-Parkour & Wall Running

The chapter 2 character will have integrated parkour and stealth down the road. There is a chapter specific obstacle path for GhostSamurai to reach the next trigger box where the player can utilize parkour and wall running. The chapter 5 character also has wall running and can be chained into the first person mode. (This obstacle is in the old level that is accessible through the portal in the training room. The bottom right lion will activate the portal if the interaction button is held down on it. 




Additional notes 

*This project was designed for gamepads but will also work for mouse and keyboard; although some things may not work as intended. 

*Environments in the videos & trailers will not be included (for now) for the sake of keeping the build project file as small as possible!

*Bosses were designed for LanFang, the chapter 1 character. Fighting them with any other character will result in slowmo dodges triggering Lanfang's voice. 

*LanFang and GhostSamurai will start out in swimsuits. Armor can be obtained as a drop or from the secret shop. 

*Warning: Currently extremely buggy, to fully enjoy the game at its current state, reading the character tutorials is recommended as well as keeping clear from button mashing as doing so may result in undesired effects. 

*This game was created and runs on my RTX 2070S. I haven't tested it on another PC or have had anyone test it on a lower end PC yet.

Cosmo Succubus Standalone


AE_Ninja standalone



1.2 gameplay


Demo Gameplay Playthrough


Characters & Gameplay

LanFang

GhostSamurai


Blader

Dragongirl


Yui 




Controls

left click attack   (gamepad left face button)

right click charge attack  (gamepad right face button)

left ctrl dodge  (gamepad right face button)

tab change stance  (gamepad left shoulder)

left shift special 1  (gamepad right shoulder)

Q equip unequip    (gamepad right trigger)

E special 2    (gamepad d pad down)

E to loot

T special 3     (gamepad d pad up )

gamepad d pad down to climb

LANFANGswordeq 1 (gamepad left trigger)

LANFANGLaunch z  (gamepad left stick button)

i for inventory (gamepad special right)

fps

shift run (gamepad left stick button)

c crouch ( gamepad face button right)

space jump (gamepad face button bottom)

x relax (gamepad special right)

rmb ads (gamepad right trigger)

middle mouse grenade (gamepad right shoulder)

r reload (gamepad left face button)

tab cycle weapon (gamepad face button top)


If you want, you can support me on Kofi, this is an empty page right now but it will be updated with exclusive unlisted videos on project progress among other things. 

Buy TakiGames a Coffee. ko-fi.com/takigames - Ko-fi ❤️ Where creators get support from fans through donations, memberships, shop sales and more! The original 'Buy Me a Coffee' Page.

Check out my Youtube for all things hack n slash! Popular games similar to Nioh, Nier Automata, Devil May Cry, Ghost of Tsushima, etc will likely be featured there. Mobile games have the advantage of indefinite evolution and constant updates so very often than not, the current mobile game I’m focusing on; Punishing Gray Raven will be featured.

https://www.youtube.com/c/TakiGamesOfficial





StatusIn development
PlatformsWindows
Rating
Rated 4.5 out of 5 stars
(2 total ratings)
AuthorTakiGames
GenreAction
Made withUnreal Engine
TagsBeat 'em up, Fantasy, Female Protagonist, Hack and Slash, hack-n-slash, Ninja, samurai, Sci-fi, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Gamepad (any)

Download

Download NowName your own price

Click download now to get access to the following files:

PROjECT_REMNANT: AE Ninja standalone v1.1d (2.5gb)
External
PROjECT_REMNANT: Cosmo Succubus Standalone v1 (3gb)
External

Development log

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Comments

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(1 edit) (+1)

huh interesting, so i was checking out build 1.0 and it looks like a playground with assets laid around but honestly its kinda fun

also do you have any tips for me im also making a fast paced Hack & Slash game and im not using any marketplace assets and all im doing everything by myself and thats for animating and VFX and so i do wanna focus on gameplay first before polishing the VFX and animations, do you got any tips for me on that front? like i have been struggling with finding the right flipbook textures for particles and stuff like that, and as for animations i figured out that randomizing the keyframes a bit (im literally keyframing inside Unreal, not doing it in blender or any other animating software) can make an animation look wayy better and feel way more realistic

do you got some more tips for me on the polishing side of things?

Thanks for your kind words! 

1.0 was kind of a mess. The combat wasn’t actually playable, I had to carefully play a certain way as to not break the character and animations. It was also too ambitious with the inventory system and character customization. At one point I wanted to implement stealth, parkour, climbing. But for a multi-character game the above is too much work. It’s since been deprecated and the recent versions are more focused on combat and lootable powerups for progression. 

Props for using your own assets! I’m sure you’re extremely talented and I hope to see what you come up with in the hack n slash genre! 

As for polishing, I think the biggest thing would be;

TLDR animnotifies to dictate smooth transitions between attacks and movement, wind down animations, camera movement

-focus on the animnotifies. Make sure you set properly when you can chain into the next combo and when you can cancel out of the attack. Same with dodging, how fast after dodging can you dodge again. This is something personally I see other hack and slash indie projects and even AAA games  get wrong. Getting the animnotifes right can make a difference between smooth transitions and rough and choppy looking combat. Some may think adjusting speed of animations can make it look smooth but defining how each attack transitions into another can make things appear faster without losing the quality of the animation. 

(I played a game called Vindictus where enhancing your weapon increased your attack speed. This literally sped up the animations but there’s a certain point where it doesn’t look natural. If it were up to me, attack speed should maybe dictate how soon after an attack you can perform the next combo with just a tiny bit of playrate increase)

-This may be a small thing for others but terms of animating, I personally love wind-down animations. Meaning every single attack animation should have an end where the subject retracts their weapon and goes back into the idle position. Games like Honkai Impact and Punishing Gray Raven do such an amazing job at stylizing and adding personality to the characters with wind-down and intro animations. One of the characters in Honkai Impact even used taunts at the end of each attack as a wind down. Some marketplace sellers animate full combos and just split the animation up, so the attacks are just cut abruptly at the end. 

-Camera is important, depending on the type of feel you want in your game. If you want it to be actiony and up close and personal, you need your camera to move a lot. That means things like camera lag where the camera is a bit slow to follow the character (like nier automata for example, especially during sprinting the camera lag becomes even slower). Camera shakes are important to convey weight in attacks. Camera zooms are a good way to convey certain special attacks. If you’re countering or performing a charged attack of some sort. Zooming in and out can add a layer of dynamic camera movement to your attacks. A good contrast in camera would be Vindictus vs Black Desert Online. Both have similar graphic styles and combat, but the cameras are so different that each create a different feel. Vindictus is actiony and up close and personal while BDO is more laid back and focused on the open world, camera is zoomed out more, weaker shakes, the character is literally stuck in the dead center of the screen at all times. Also with Honkai Impact vs Genshin Impact. 

Hope this helped! 

(1 edit)

"-This may be a small thing for others but terms of animating, I personally love wind-down animations. "

yeah i actually added a subtle winddown for the arial fists animations and it looks way more natural like that, especially when im not using a juggle system but instead setting the movement mode to flying so until the time it takes to cancel the arial movement the winddown for the fists happens and it looks pretty good, later i will also add more winddowns for other animations as well

i've also seen this done in the sword animation pack by 9CG which i bought and used on a side project of mine (a FNAF hack and slash... weird i know), so yeah when its time to polish my game i will certainly do it its very good


"-Camera is important, depending on the type of feel you want in your game. If you want it to be actiony and up close and personal, you need your camera to move a lot. That means things like camera lag where the camera is a bit slow to follow the character"

i've already done that, i've also added camera rotation lag so it would feel more like a hack & slash game

and thx for the advice some solid advice

(+2)(-1)

Do you want to make your game more famous and popular? Talk to Vtuber Zentreya (Project Z3N) from VShoujo. Ask if she wants to be main character. Your setting fits her lore quite well. She has a bright appearance and a cool suit. The weapon is equipped with a good cyber katana (or whatever else it can be called). True, you will have to work on models not only of her, but also of her opponents, as well as bosses. But I think you can handle it. After all, you've dealt with it pretty well so far.



(1 edit) (+1)

Hi

I’d like to test your project, that looks promising, but your file is too big to be downloaded using the free version of mega because the bandwidth quota is limited to 5Gb in that case.

As the majority of mega users has a free account, you should, at least, split the file, as it, it could be downloaded in several parts (or several free accounts), or change your cloud provider.

Thanks for your work and your share

(4 edits)

ah! I wasn’t aware it wasn’t able to be downloaded in one go. I also have a free account. I’ll see what I can do about the size, thanks for letting me know! Maybe I’ll try uploading on google drive instead. You can expect a google drive mirror and a new update featuring a tutorial system within the next 2 days. I had deleted the packaged game so I’d either have to redownload it or repackage it so it’ll take some time.

(2 edits)

Happy to help !

I’m also an UE4 developer, but at the first beginning of a game project that has lots of similarities with yours (as I guess). If you’re OK, I’ll be happy to have a mean to discuss with you about game dev (mail, discord…) and perhaps share our experience.

You profile page has no direct contact link. So, if you’re ok I suggest you can contact me using the link to my mail address on my profile.

See you

Laurent (from France)

I've updated the download link to be google drive! No updates, same file as the MEGA. Hopefully it's easier to download all at once. I couldn't find your email but you or anyone else can always contact me at TakiGamesOfficial@gmail.com

I’ll test the download.

You’re right my (pro) email is not visible in my itch page. I’ll fix that. You can contact me (as anyone else too) at laurent@gameamea.com