A downloadable game for Windows

A Handful of Dust is a 2d side-scrolling, metroidvania, action-adventure game with a touch of RPG systems, that is focused around combat and exploration and is heavily inspired and influenced by games like Castlevania and Salt and Sanctuary,   The game is currently in active development. 

Gameplay

Gameplay is classic modern 2d metroidvania action/adventure with a light touch of soulslike.  Explore a vast, open, interconnected, immersive landscape with 14 distinct and varied regions,  combating hordes of enemies, engaging in tough boss battles, acquiring, upgrading and mastering new equipment, items and abilities to open up new combat and traversal options and discovering the various shortcuts and secrets hidden in this dark world. 

Story

The main focus of this game is combat and exploration focused gameplay and a strong linear narrative is not a design goal.  However taking queues from games like Dark Souls, the world is dark, mysterious and filled with rich lore.

Little of this lore is discoverable in the demo, but is planned to be included in a full release. 

Development & Progress

The game is currently in active development as hobby project and is my first attempt at designing and developing a game.  The coding and design of the game is the work of a single person (me) using the FNA framework as the base technology layer.   Almost all of the artwork and assets have been sourced from various other creators.   The engine, tooling, systems and processes are all complete, or very nearly complete, and about 75% of the game's planned content exists in various stages of polish and iteration.   

Upcoming additions:

  • Leveling System - Currently the character does have a level, experience is earned and tracked and leveling does happen.  Scaling and benefits tied to increasing levels are pretty basic and temporary at the moment, I'm still working on finalizing that system. 
  • Story - There is virtually no story present in the demo, NPC interactions, cutscenes and dialog and story need to be added
  • Map Improvements - I currently have a temporary, but functional dynamic map system in place that simply renders a scaled down version of the level "on the fly", which results in some very badly scaled map imaging.   Once I've finalized level layouts I will revamp the map system using actual mini-map art. 
  • Content Generation - The demo content represents slightly more than 25% of the content planned for the full and is in a reasonably polished and playable state.  A good deal of additional content exists, but in an unpolished state.  The majority of the remaining development time will be spent adding and polishing content.  
  • Optimization - Performance improvements, removal of cut assets, better asset organization, etc.. 

About the Demo

The demo showcases 4 full areas from the game, includes 6 bosses, represents about half of what I have in a fully playable state so far and roughly 30% of the planned content for the final game and is probably 2-4 hours of playtime depending on player speed and skill.  

The demo is an in progress "alpha" build and should be considered as "early access".  There are some bugs and additional polish and balance passes are needed, but it is in a fully playable state.    The primary motivation for packaging and releasing this demo is to solicit feedback on the current state of the game that I can use as I apply additional polish to the systems and content as well as build out the remaining content for the game.   So constructive feedback, thoughts and impressions are extremely welcome. 

Note that the demo/game is (currently) only available in English.   Basic configurations for screen size and sound volume exist, but no accessibility options are present. 

Changelog

  • v1.01 - Initial release
  • v1.02 - Fixed crash in inventory when equipping projectile into an empty slot
  • v1.03 - Enemy AI attack speed tweaks.  Increased attack delays for Ogre boss.  Prevent Shaman boss from respawning after defeat
  • v1.04 - Updates to movement and jump controls (based on feedback received so far) Fixed crash when hitting the restart button multiple times on death
  • v1.05 - Additional Enemy AI and animation timing tweaks based on feedback
  • v2.0 - Major Update! 
    • Keyboard/Mouse controls are now fully supported
    • Numerous improvements to AI, Enemy and item balance 
    • Reworked equipment upgrade resource requirements and level statistics
    • Reworked item placement in levels 
    •  Addition of combat and exploration statistic tracking 
    •  Fixed several crash to desktop issues 
    •  Fixed a few issues with saves not restoring data correctly 
    •  A large number of presentation, gameplay and overall polish improvements
  • v2.1 - Fixed potential crash on first enemy, improved tutorial messaging, added sound fade-out for ambient sounds as they move off screen
  • v2.5 - Semi Major Update!
    •  A large number of presentation, gameplay and overall polish improvements
    • Significant changes to early level geometry, enemy placement and boss encounters. 
    • Significant progress on character leveling and equipment upgrade systems. 
    • Several changes to enemy AI and combat. 
    • Framework for NPC interactions and quest systems (not demonstrated in demo)
    • Significant reduction in game size
  • v2.5.1 
    • Fixed reported crash in options menu 
  • v2.5.2 
    • Fixed additional crash bugs reported in menu screens





StatusIn development
PlatformsWindows
Rating
Rated 4.7 out of 5 stars
(3 total ratings)
Authorcls33
GenreAction, Platformer
Made withMonoGame, FNA
Tags2D, Action-Adventure, Controller, Metroidvania
Average sessionA few hours
LanguagesEnglish
InputsKeyboard, Xbox controller, Playstation controller

Download

Download
A Handful of Dust Demo v2.5.2.zip 77 MB

Install instructions

Unzip the download and run the AHOD.exe file to start the game.   

To update the game, just unzip and overwrite the previous install.  Save files should be preserved. 

Comments

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Hello there, I tried your demo and let me tell you I just loved the art, particularly the Gorgon so congrats on the work! 

I'd like to offer you some of my impressions, and suggestions:

1. I found the mapping somewhat odd, I get it that the area isn't added until it has been fully explored but these huge vacant rectangles seemed ugly for lack of a better word. Personally I think that a heavily shaded preview of a visited area or smaller rectangles would look better.

2. Given how huge the map is (despite it being just a demo, its breath really surprised me) the character indicator is rather hard to see at times.

3. I found a bug in one of the slopes, it's next to some stones of The Mire, I think, since the game doesn't allow you to walk off ledges the animation kept clipping until I jumped off it, in my whole playthrough this was the only instance of this that I found.

4. The lightning that begins in The Mire is rather jarring, having the whole screen turn white also hampers the combat and platforming, perhaps doing it only once or twice and then just a slight flash?

5. I didn't like the vibration on grabbing ledges.

6. I found that if I jumped and the character was spinning it would fall through the ledges despite having clearly jumped high enough.

7. I'd like it if you were able to pick up thrown axes that hit nothing to recover them.

8. There is a transission of areas, I think it was from The Hollow to the next one were the whole screen has some fog and then abruptly it's gone.

9. After beating the Highway Man I came to a sign and when I tried to read it it caused the game to abruptly close.

10. Consider adding the chance to change the direction of an attack, I had to do a full stop before being able to change the side, this made dodging and then attacking or attacking multiple targets much harder

11. Lastly, perhaps ease a bit on the damage done by those flying water spirits? Those felt unfair rather than challenging.

Hope seeing of your game soon!

Thanks so much for giving the demo a shot and giving so much feedback!  That's really helpful. 

I'm curious how far you got into the demo?

Some quick responses

1) the map is very much "placeholder" it's awful and needs a complete rework :) 

2) I really like the lightning personally, I find it very impactful... but it's a pretty common thread in feedback that people find it jarring,  so I have a few ideas I'm playing around with tone it WAY down.  I hope to have a much more "friendly" implementation in the next update!

3) Thanks for pointing out the bugs!  I fixed the sign/crash bug already and will try to hunt down the level bug and jumping bug you mentioned.  Being my own QA rough :( 

4) Will be taking a look at the rest of your suggestions and feedback as well.  

(+1)

friend, I tried your game and I am aware that it is not a final product but you should consider the weight of the game, almost 350mb, considering that it is a pixel art game.  the weight should be on the music, you should consider converting one music format to another.  

(2 edits)

Yep.  319 of the 354 MB are .wav files.  That could be knocked down to 32MB  if it were all oggs (it's SDL, so you get ogg for free).  Smaller, if you drop stereo for the sound effects.  Everything else appears to be pretty tight.

Still, like you said, this ain't final.  I'm sure it's already on the dev's radar.

Yes, it's on my radar. 

Being in active development the assets are a bit unorganized and are definitely not optimized.   I have quite a bit of sound and art that is included in the game that will wind up not being used I will need to remove in the final version and the audio will all need to be optimized and renamed. 

It's not a big priority for me to optimize the content size at the moment, but I can probably cut a good chunk off the install size without too much effort by just removing unused music and optimizing the tracks that are left as well as some of the larger sound effect files.  I'll work this into a future patch release.  

Probably won't be swapping to .ogg for sound effects, but definitely something I'd investigate for music and longer ambient soundscape tracks.  

Hey again, here is another episode since you asked for it! I will be making more probably soon, hope to have time for it. Just be sure to take a look to your game name Playlist on my channel in the future, I will not be able to post here with each episode I do. Hope this helps on general.

Hi there, I am a YouTuber focusing on Indie Games and I also do other things! Been testing your game for a while now and I have also started recording some Gameplay Walkthrough:


Here is some of my feedback for now, contact me for a faster way for communications, I would like to help you and test the game further more:

♦ Game Idea: The idea is not eniterly new but from what I am able to play right now it looks like you have put the idea of 2D side-scrolling games into a good use! Would love to see more from you for sure!

♦ Gameplay: The game runs smoothly and had fun actually playing the game, having that double jump is nice! I also would like to know if it is possible to play this game using Keyboard, some inputs are not supported and I have explained one of them in this video (related to changing the weapons).

♦ Story: I know you have that written above, and I know this is still early in developement, but it does not hurt to let you know that the story side (in-game) is missing, the focus in on the gameplay which is really fun, you can add up some story elements to the game through certain notes with items that tells the story or parts of it.

♦ Artwork: The artwork of the game is a style that my little brother loves! It has that pixel art style which is very common and loved by most players nowadays! I also like the characters design! However, the items have only one color and shape to be picked up, even though that they are different when collecting!

♦ Audio: I love that thunder and lighting going on, having the sound effects early done in the game is always a plus! The game could use some background music, I see that you have it during the boss fights so far!

♦ Bugs & Constructive Criticism: I believe the video and what is written above is what I have for now! I would like to add also that the boss fight with the Ogre was pretty easy! Some other enemies were harder than him to be honest (I will have more footages soon as I have played more than it is shown on this Gameplay video).

♦ Things to Double Down on: What you have here is a very good game and I would love to support those who work hard or have a talent! This is what I am capable of doing as a show of support, hope this gelps! You should really make the demo shorter though, around an hour! The full game can have the best of what you have planned! I would love to see more of this content, keep it up sir!

(+1)

Hey, thanks for checking this out!   I *really* enjoyed your video, your enthusiasm is awesome and really sets your content apart.  I'll be keeping an eye on your channel!  I'd   love for you to play further into the demo to see what you think of some of the other areas.  

Thanks for the feedback as well, lots of good stuff there.  Full support for keyboard controls has been a common request, so I've moved that up in my list of features to add in the near future.  

Glad that this up to help for you! That enthuisasm is not stable though haha, sometimes I get tired for having too much work outside in my job but will sure to try out more of your game! I still have some footages left for the same version that I have played! Will try to edit and upload that soon! Your game is really good, for sure I would like to play more of it.

Hey I tried this, over all pretty good for what I tried, although the game quits on the screen transition after the first checkpoint, so I only played around 3 min.

I prefer moving in air while attacking. 

Also health bar on enemies.

Oh, so sorry it crashed on you!  I'm not sure what would have happened there and I don't seem to be able to reproduce it :( 

Thanks so much for giving it a shot!

Hey, this is really nice for a first attempt at developing a game.

UI is very good.  I was able to figure out what all the buttons did and how to play just on the first screen, which is great.

The movement feels a little janky.  Hard to describe specifically why, but I did notice that releasing horizontal movement buttons don't slow the player down in mid-air, which felt odd.  Also at the beginning of the game I would always jump at max height for some reason, but I think this stopped once I got the double jump.

The ogre boss felt a little strange too.  Getting knocked away by the boss's attacks looked awkward, and sometimes the player's damaged animation would play inside the ground.  And for a game that's clearly inspired by a lot of souls design discussion I'm surprised the boss didn't have better tells for attacks.  Personally I'd prefer checkpoints next to bosses, a shorter input buffer duration, no fall damage, actual background music, etc. but that's just me.

I think I heard the music transition into an "ending" theme when the boss died?  If so that's a cool touch, I really like when the music changes like that.

I used the "dive" attack a bunch after discovering it because I thought it was fun to use.  I'd talk about combat more but I honestly found myself jumping and ignoring over a bunch of enemies.  Once the game said I levelled up, but I checked the menu and couldn't find a level or exp listed?  I think it could be more satisfying to have a meter or something displayed.

This was pretty cool, I just think that movement and some enemy behavior could be more polished.  I recommend closely watching someone play A Handful of Dust if you can, you may be able to pick up on issues better that way because I'm having difficulty describing them.  Good luck!

That is extremely helpful feedback!  Thanks so much for taking the time to check the demo out and give me your impressions.