A downloadable game

Renditions of the Awakening is a First-Person Real Time Strategy game where you summon uncontrollable demons, herd them around the map like terrible cats who destroy everything in sight, and keep them happy enough that they don't go ham on you! 

To beat this demo you must kill the keep and its Chairman. Move stealthily and let no witnesses escape to conquer with relative ease, or summon a horde and fear basically nothing but running out of meat!

Play more than once to unlock all nine special items, and stay tuned for more updates...

Controls: Left click to select portal words and interact with clickable things, right click to throw meat to help feed hungry demons, shift to sprint, space to jump, and tab to gently shove demons out of your way if they are blocking you. Type "invert" on the keyboard if you need to toggle inverted y axis

v1.22: Portal words stick on screen until you go out of range or summon a demon (requested feature from PAX West)

Subtitles on level added and enabled by default. Toggle in the pause menu!

Install instructions

File is a .zip, just unzip  (winrar or 7zip or winzip all work) and drag the folder to anywhere on your hard drive and then run the .exe inside

Tested on Windows only, let me know if broken on other platforms please

Download

Download
Renditions of the Awakening Demo v1.22.zip 815 MB

Comments

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Definitely an interesting concept. Had me thinking "is this what it's like to be a parent?" the whole time. Very solid demo. Great work!

A couple of the bigger things:

1. Definitely add more tutorial elements. Maybe pause the game and have a short tutorial overlay appear to show some main helpful tips. Then "click" to continue. You do a good job with this through gameplay. Figuring out what you do with meat when your first demon gets hungry, etc. The only thing I really wanted with this regard would be a short description of the items you pick up. A couple are pretty intuitive (like boots with springs on the bottom), but it would be nice to have something pop up saying "Boots of Jumping-Really-Forkin-High: Makes you jump higher". It would even be pretty cool to see the items in the pause menu. Maybe silhouettes of the possible items you could collect. Then the art fills in when you collect it. And you can hover to get a description. This might also make the player "intuitively" feel like there is permanence to the items they collect, for replayability.

2. It feels like there isn't much the player actually does. I was collecting meat and summoning demons. Then just standing around waiting for them to destroy stuff. Maybe include some subtle "control" for the player. Nothing to overpower the chaotic feeling of the game, because that's what makes the game awesome and hilarious. An example would be something like a "rally call". When one of your demons is sleepy, you get the option to hit a button and rally your demons for nap time. Maybe a whistle. Then all your demons recall to your location and go to sleep, whether they are exhausted or not. This would be a good way to get your demons set on the same clock. I found there were many times I had to wait for a demon to sleep while other demons were standing around like "let's go man, what's the holdup?". Still allows the game to feel chaotic, but gives the player slightly more control. But I wouldn't allow this mechanic at all times, otherwise it could be abused to control the hoard's movement. Only allow it when at least 1 demon is in the exhaustion state.

Great game though! Feel free to bounce ideas off me any time. I was helping a guy in our East Lansing office design a game before I moved out here to our headquarters.

That is some solid feedback! Thank you so much! Some kind of tooltip system for the items is on the list of important things to do but I hadn't thought about silhouettes informing the player that there are indeed things to collect. I'll try to make that happen soon.

The rally call idea is solid too but you're right it would need some pretty strong limitations / drawbacks to prevent it from being overused. I don't actually want to make the player feel "in control" very often haha 

Glad to have demo'd this today at PAX! Cant wait to get my hands on the full version. The interesting concept and design pulled me in right away!

Well User335 Here's my take on the game so far.

Finding and remembering where the portals are seems to be key before starting havoc and completing a mission. Because of this, what will stop the player from Looking around every nook and cranny for items? Perhaps a locked door where you have to find the key, or setting up guards restricting access protecting something valuable, or have guards chase you away if you get too close would be a good way to go.

Good dialogue. Can quickly exhaust it but hey this is a demo more stuff will be coming soon, and I'm looking forward to it. :)

This game has potential.

Thanks for the feedback!! I figure exploration doesn't need a nerf because on later levels you'll have an army accompanying you, demanding food and whatnot and kinda forcing you to keep moving in general. I'm planning on making the guards smarter / more disciplined in later levels too

The dialogue with characters was very cool. As a player, I didn't feel like I could do much. The goals are shown when hitting escape, or pause I think? I was confused at first what needed to happen. I was able to easily take down the castle. I assume you'll be adding multiple levels. I saw some problems with animations but I don't think that's a deal breaker. I was very surprised by the dialogue with characters. You had them say some awesome stuff and that really shocked me.

Thanks for the feedback!! Yeah, multiple levels is the plan, with increasing difficulty as you near the final castle. I'm planning on improving the tutorial bits before taking this demo to PAX West in a month too

Additional commands are keyboard f to toggle fps displayer, f1 to hide player and UI, f2 to slow time and f12 to take a screenshot, which will be saved in the game's data folder and titled RotAScreenshot with a time stamp

How do I enter the hellcarrot cheat code on 1.10? Are there any other cheat codes?

Just type 'hellcarrot' on the keyboard and you'll get a bunny each time. Other codes currently in the game are 'frozdy' to toggle flight mode on and off (will probably end up being an epic player item in the end), and you can press the cheat button (default is c) 30 times while standing in range of a portal to spawn one of each demon except the hell bunny but that will also turn off all the rest of the portals on the map so good luck!

1.06 has broken buttons on the defeat screen and sometimes you have to alt+f4 to close it. Will post a new version as soon as I can to fix it

(1 edit)

Updated to v1.02 and made many improvements to visual stuff, combat, animation, pathfinding, demon behavior, audio (bugfixes and cat sounds added) and more

Edit: and with a file size of 666MB, I feel pretty sure this version will not be replaced until after the Denver Indie Expo on Dec 15th

(-1)

Updated to v1.01 and fixed 5 large bugs plus several small ones