Forsaken inspired game

every1 noli is out now wahoo

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Im reworking shines chase theme due to the old one legit just being spam noises

thanks alexk my goat

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also the makecode none editted link:

I’ll see what I can do, once I get to that. :+1:

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so i tried to use bandlab to add extra sound to the song, tbh it was an experiment and wasnt intended to be the GREATEST bandlab creation evr but makecode dont allow mp3s .-l.https://www.kapwing.com/6876d2c0f6962f539e0ec77c/studio/editor
yes i maybe used scratch for visuals but dont hate me 4 tht

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Alright so uhh question. will the characters stay the same (like red, blue. etc)

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So 2 things,
1 how much progress do yoou have?
2 will i get admin cuz i kindaaaa helped?

@Reflectfr Yes, all the characters will stay the same.

@BlobDev

  1. I’m still working on a few bugs so sadly not much
  2. Sure, once I get to the point of adding additional content

Ok!!!

Question. If shine and reflect aren’t finished or even started currently, could I make potential art for them?

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yeah sure

can you try to make corrupt energy its when void(john doe) pireces his hand to the ground and spikes come out(sry if u alr made it and if i did bad spelling

how do i start the game

Use the menu button (or the ~ button) but also this isn’t finished. I’m slowly working on the real thing tho… real slowly but nonetheless

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Hows it coming on roblox?

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Pretty good so far, although in the future I’m thinking of making a post to get a team to help on it, since the work will go much faster. As of now (If anyone is still tracking this) you can help by commenting on what you think of these potential movesets

Saints Movesets

The Player - Survivor
Passive:
Side Quests - Completing part of an objective will increase the duration of your abilities’ positive effects by +0.5 seconds. Maxing at +2 seconds.
Abilities:
(1) Snack - The Player takes out a random snack and eats it to heal 10 resolve and gain Restoration II for 5 seconds. Using this slows The Player down by 55% for 2.5 seconds. Anyone near The Player when it’s used also gains Restoration I for 10 seconds. Only has 3 uses. 20 CD
(2) Panic - The Player gains Speed I for 5 seconds. After it ends, gain Slowness I for 2 seconds. Anyone near The Player when it’s used gains Speed II for 3 seconds. 45 CD

Malvich - Protector
Abilities:
(1) Claw - Malvich uses their claws to slash forward and stun the killer for 2.5 seconds. Slows her down by 65% for 1.25 seconds while in use. 30 CD
(2) Taunt - Malvich stands still for 3 seconds to laugh at the sinner. If it hits, she gains Fragile II and Speed I for 5 seconds, while the SInner has their abilities locked for 1.5s and gains Susceptible for 6 seconds. 20 CD

Snare - Helper/Protector
Abilities:
(1) Gear - Use the current gear you have built. The effect, cooldown, and amount of charges is based on the gear.

  • Caltrops - Snare pours a bag of caltrops in a 5.5 stud circle. The sinner gains slowness II while standing on them. They last for 15 seconds but you can only have one pool of caltrops out at a time. 3 charges. 20 CD
  • Snowball Cannon - Snare holds the Cannon in preparation to fire. Once used again, it shoots out 5 snowballs in quick succession. Any sinner hit by a snowball gains slowness I for 2 seconds. This stacks with each snowball hit maxing at slowness I for 6 seconds. 1 Charge. 25 CD
  • Trowel - After a .5 second wind-up, Snare quickly builds a small, 20 stud long wall. This wall lasts for 3.5 seconds. 2 charges. 15 CD
  • Dusek Car - Snare sends out a mini Dusek car in a straight line. It has minimal maneuverability and lasts for 3.5 seconds. If it hits the sinner, stun them for 2 seconds. 1 Charge. 25 CD
    If Snare is hit while using any gear it cancels the effect.

(2) Create - Snare takes 6 seconds to build a gear. This restores Gear’s charges and changes its effect. The gear you build goes in order of: Caltrops, Snowball Cannon, Trowel, and Dusek Car. If Snare is damaged while building it will cancel it. If you already have a gear when used, this will reroll the gear and put it on a 5 second cooldown. 30 CD

Reflect - Helper
Passive:
Friendship - Reflect can choose one of his other Saints to create a link between at the start of the round. If the distance between the players exceeds 45 studs, it will temporarially break disabling any current effects the link had. If the other linked player dies, Reflect can choose another player to link to.
Abilities:
(1) Bond - Reflect uses the link to give both players speed II for 3 seconds and Undetectable for 4 seconds. Once the bond ends Reflect gains a charge for his Swap. 30 CD
(2) Swap - For 1 second, if Reflect’s link is hit by an attack, the two will instead swap places. This will give the linked player Speed I and gives the Sinner slowness II. Reflect gets Invulnerability for 2 seconds from successful swaps. 1 charge, starts at 0. 35 CD

Pluto - Helper
Abilities:
(1.A) Recovery Ray - Pluto shoots out a green ray from his arm cannon. After 0.5 seconds, the ray will heal 5 resolve every second for 5 seconds (Totalling to 25). If either Pluto or the target is hit during this, the healing is cancelled. Pluto gains 2 charges to repair for every 10 resolve healed. 36 CD
(1.B) Pulse - Pluto shoots out a pulse of energy, pushing back any sinner 10 studs. Gives invincibility if landed. If the sinner has been hit by a pulse in the last 10 seconds, knockback will not occur. 20 CD
(1.C) Slowing orb - After a .5 wind-up, Pluto shoots out a white orb. If the sinner comes within 10 studs of it, they will get slowness II. The orb has 10 hp and can be destroyed. Placing another will despawn the first. 25 CD
(2) Module - Pluto slows down by 45% for 2 seconds, switching their first abilities effects. Pluto can choose between Recovery ray, Pulse, and Slowing orb. 10 CD

Zal - Protector
Passive:
Fleeting Confidence - Zal starts with 25 confidence. If Zal is healed while at max resolve, he will instead gain confidence (0.5 for every 1 resolve). This and any confidence Zal gains does not deplete over time. However, he can only have a max of 35 confidence as a result.
Abilities:
(1) Cursing blow - Zal takes 10 self-damage to summon a ritual symbol in front of him and, after a 1-second windup, he shoots a projectile that blows up on contact with anything (other than other saints) stunning the sinner for 3.5 seconds if hit directly and 2 seconds if hit by the blast radius. This will increase his confidence by 5 if hit directly. 25 CD
(2) Desperation - Zal quickly takes out a dagger and stabs himself, dealing 15 self-damage. Zal gains Speed III and Fragile II for 5 seconds. After it ends, Zal gains Slowness II for 2 seconds. 20 CD
(3) Repent - Only available if Zal has 10 or less confidence. Zal is slowed by 65% for 6 seconds before gaining fragile II for 10 seconds and slowly regenerating resolve until you gain 20 (up to 10 confidence if at max resolve). 40 CD

Azalea - Helper
Passive:
Evidence - Using Camera will save a photo into Azalea’s journal. They can hold a max of 5 photos. Using Camera will get rid of the oldest photo.
Abilities
(1) Camera - Azalea takes out a camera and is forced into first person. Upon using m1, she’ll take a picture. This photo will be saved into his journal and will give a charge to Develop. If a sinner is within 15 studs in front of Azalea, they’ll gain helpless and will be blinded. If nothing is in the frame when the photo is taken, the cooldown is increased to 40s. 30s CD
(2) Develop - Azalea opens up her journal and can pick between one of the five photos saved in it. Selecting a photo will give different effects depending on what’s in the frame. If a saint is in the frame they’ll gain protection II for 5 seconds. If a saint and sinner are both in the frame, the saint instead gains speed I for 5 seconds. If just a sinner is in frame, they’ll gain slowness II for 3 seconds. If nothing is in frame, Azalea will gain speed I for 3 seconds. 25s CD

Sinners Movesets

Kale - Sin of Obedience
Passive:
Sin of Obedience - Kale gains points from using abilities (5 points) and getting kills (10 points) that fill up his task bar. Once filled, all abilities are upgraded for 20 seconds and he gains speed I and Blood Lust II (and reduces stun max to 3.5). The max is based on how many saints there are (20+10*half the amount of saints).
Abilities:
(M1) Stab - Kale stabs in front of him dealing 20 dmg, 26 dmg and gives Bleed I when upgraded. 0.15 Wind-up. 1.5 CD
(1) Knife Throw - Kale holds up his knife in preparation to throw it. Once the button is clicked again he will throw it dealing 15 damage. When upgraded, deals 19.5 dmg, gives Bleed I, and flies faster when thrown. The knife will fall after flying 45 studs, 50 when upgraded. 20 CD
(2) Grab - Kale dashes forward a bit to grab a saint. If hit, deal 25 dmg and give Bleed I. Kale will gain Slowness II for 3 seconds after it ends. If upgraded then deals 32.5 dmg, gives Bleed II, and Kale gains Slowness I for 3 seconds. 35 CD
(3) Bloody Obligation - Kale crouches down and gains Hushed III for the entire duration. During this time, every saint is highlighted to you and your speed is lowered by 20%, 15% when upgraded. This state will end after 15 seconds or until another ability is used. 40 CD

Void - Sin of Ruin
Passive:
Sin of Ruin - At the start of the round, some parts of the map become ‘Degraded’. You can walk through degraded parts but saints can not. Degraded parts will regenerate after 35 seconds.
Abilities:
(M1) Slice - Void swings his scythe to deal 24.5 dmg. 0.25 Wind-up. 1.7 CD
(1) Puddle - Void places an inky puddle underneath himself. If any saint walks over it, they will gain Decay I for 15 seconds. Lasts for 80 seconds. 20 CD
(2) Sink - Void sinks into a puddle and reappears at the puddle of your choice. All players are highlighted while in a puddle. Once you reemerge, All saints within 20 studs gain Decay II and the puddle disappears. 20 CD
(3) Mass Destruction - Holding this ability down will slowly charge it up for 1 second, showing the path your attack will take. Once charged, release a wave of chaos that travels 50 studs in front of you. Any eligible parts will become degraded and any saints hit will take 25 damage and gain decay III for 25 seconds. The wave will go up and down slopes without degrading them and will be stopped by invisible walls. 40 CD

Blitz - Sin of Pride
Passive:
Sin of Pride - Using Bang! costs ammo. You only have 10 bullets in your ammo supply but can gain more by using Supply drop. When successfully using one of your abilities, increase your run speed by 0.5, capping at 27.5. All speed increases drop back to base if you miss 2 shots in a row.
Abilities:
(M1) Jab - Blitz uses the butt of his gun to hit in front of him, dealing 23 dmg 0.1 Wind-up. 1.4 CD
(M2) Bang! - Blitz points his gun ready to shoot. The range and direction will be shown by a long, continuous hitbox only you can see. Once M1 is pressed, he’ll fire in that direction and consume ammo. The effects and cooldown are affected by Special case.
(1) Special Case - Pulls up a window that shows all the bullet types he can use and their effects. Selecting one will change the stats of Bang! 20 CD

  • Heavy shot - Costs 2 bullets. Quicky flying bullet that deals 20 damage. 25 CD
  • Trap shot - Costs 1 bullet. A slow flying bullet that will fall after travelling 30 studs. If it hits the floor it becomes a trap that gives slowness to any saint that touches it. If it hits a saint, deal 10 damage and instantly give slowness II. 15 CD
  • Smart shot - Costs 5 bullets. Quicky flying bullet that deals 15 damage on impact. If it were to pass a saint that’s within 30 studs of it, it’ll turn 90 degrees. The bullet lasts for 10 seconds. 20 CD

(2) Spray ‘n Pray - Blitz stands still, closes his eyes, and starts rapidly firing bullets in an area in front of him. If any bullet hits, deals 5 damage and increases speed by 0.1 instead of 0.5. Your speed only decreases if you miss every shot of the ability. Spray ‘n Pray uses a bullet every 2 seconds and ends once you run out of bullets. This ability starts on cooldown. 30 CD
(3) Supply Drop - Blitz makes a call and marks his current location. After 5 seconds, a supply box will drop at the marked location and will highlight all saints. Interacting with the box will give Blitz +5 bullets and will stop highlighting the saints. If a saint interacts with it, they’ll gain a random item and send the supply drop away. If it isn’t interacted within 20 seconds it’ll leave. 35 CD

Shine - Sin of Ignorance
Passive:
Sin of Ignorance - Every time Shine hits a player they gain the ignorance effect. Shine’s terror radius is lowered by 30% to the affected when not in chase. Makes the Saint drop ‘bliss’ orbs, one every 5 seconds and 35 upon being hit. The effect is hidden to the affected. Using M2 allows you to collect them to use your abilities. Shine also naturally gains orbs when near a saint but not in chase, he can only gain up to 90 bliss naturally. You can collect a total of 100 bliss orbs.
Abilities:
(M1) Slap - Shine uses his right hand to attack in front of him dealing 20 dmg. 0.1 Wind-up. 1.8 CD
(M2) Bliss - Shine holds his left hand out, collecting any bliss within 20 studs of him. While collecting, Shine will have his other abilities locked until Bliss is toggled off. Reduces your speed 25% while active and disables running. 5 CD
(1) Sidekick - Shine summons a minion at his location, the minion will slightly follow after Shine but staying at most 10 studs away. If a saint comes close to one, the minion will chase after them, dealing 5 damage and applying ignorance if they hit them. Can only have 2 minions. If another is created, the first will disappear. Costs 20 bliss to use. 25 CD
(2) Blast off! - Shine can use this when near a minion. He picks them up and is able to throw them towards a saint creating an area of Fear where they land. If hit directly, deals 15 damage, gives ignorance and fear II, and regains 25 bliss. Puts Sidekick on cooldown upon use and destroys the minion thrown upon landing. 15 CD
(3) Devour - Shine jumps forward to try and bite down on any saint in front of him dealing 35 damage gives Fear II. If he misses, gain slowness II for 4 seconds. Costs 15 bliss to use but gives back 30 if landed. 20 CD
(4) Massacre - Shine takes 1.5 seconds to charge up before entering a frenzied state. Shine’s speed will be fixed at 32.5 and his turn speed will be reduced. If Shine hits anyone while in this frenzy, he will bounce off of them dealing 10 damage and regaining 5 bliss. Shine can bounce off each survivor once, if he hits one again he’ll grab them and throw them away ending the frenzy and dealing 20 extra damage and applying Fear II. If Shine hits a wall, he’ll bounce off of it and lose 10 bliss. Shine can disable this state by pressing the ability button again, saving the rest of his unspent bliss. Costs all bliss to use and spends 5 per second while in use. Running out of bliss ends it prematurely. 35 CD

Let me know if you think any might be a little over/underpowered and I can take it into consideration

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Yeah but thats not possible on the forums, bcs thats an outside community,

Thats a great rework for Reflect and shine!

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I know, dw I got a plan for what to do