Malfunction is a universe full of mystery and the unknown. Though one thing that lurks around this universe is what most fear; the Plague. The Plague is a fierce virus that consumes anything in it's path until it is stopped. The Malfunction series is built around this dilemma.
Malfunction is a story driven puzzle game mainly about a snow planet named "Khaugin", that is being taken over by a dangerous weapon known as the 'Plague'. You play as a repair-bot known as 'Dwenguil' who was sent to Khaugin to destroy this threat. Not only can the Plague destory worlds, but they could spread and consume the entire universe.
The game is mainly about puzzles and action. The game has multiple gamemodes as well as a 25 level story.
I told you I'd be back! Let's discuss what has been overhauled so far!
This update includes a COMPLETE overhaul of the main menu as well a huge improvement upon other menus. Let's take a look!
As you can see, the menu has been designed to look and feel more smooth and responsive.
With all of the modes given below, all you need to do is click ONCE and you're in!
While it is nice to have less menu's, it is VERY essential to have the option to choose which chapter you'd like to jump into.
We've decided that a more solid experience would be to simply play through each chapter rather than choosing each individual area to spawn. This is all about getting in the game quicker, after all.
The options menu has been changed for the better as well! Anything you see and read here is pretty much common sense.
The pause menu shares the same menu as well. It might take a little while to get used to, but once you do, it's a lot more fluid and responsive!
- Added new menu interaction sounds
- Changed the entire design of the main menus/pause menu
- Changed the Obstruction upgrades (they are now found in the
pause menu)
- Fixed certain text from having shadows (it made most of the
words hard to read)
- Fixed the footstep sounds from not playing at random times
- Removed the "Time Count Display" (it was unnecessary)
- Removed many un-used sprites and menus to save memory/performance
So if you were skeptical about buying the game on Steam but didn't want to play an outdated version of the game, give it a shot!
That's pretty much all I have to share for now. Try out the demo, and perhaps consider purchasing it on Steam to experience the full game.
Stay tuned for more updates in the future!
This article will be discussing where you can expect to see Malfunction in the coming future.
Hello. On this article I'll be discussing some recent changes I've made to Hectic and will also be talking about Malfunction and it's future.
On this update we'll be discussing Hectic's latest update (2.0) and it's additions, as well as another topic I'd like to jump into.
Malfunction receives it's latest update on Steam (1.5.0) which includes many additions to the game. The game is currently -50% off on Steam.
This update improves movement speeds, adds footstep sounds, and changes some of the enemies' responses to specific weapons.
This is the demo version of Malfunction. If you would like to experience the full version of the game, please consider purchasing Malfunction on Steam.
There are a lot of issues with scripting and save states. Is there a patch being worked on to remedy this?
I am trapped at a fence in one of my saves and no way to work around it without restarting the chapter.
I'll PM you.
Ah, finally, an unofficial sequel to Chex Quest.
Perhaps you wanted to give some feedback? Or did you just come here to insult the game?
Either way, thanks for checking it out.
Apologies, not exactly being negative here, just the art style, some of weapon designs and the fact it's, I assume either based on Id Tech 1 engine, or is imitating it pretty well, well, it does remind me of Chex Quest.
Ah, I see!
The game certainly isn't being used with Id Tech 1, though the main purpose of the game is to give that classic feeling of what engines like Id Tech 1 would offer.
Though in the gameplay video I'm assuming you watched, I could see how it does remind of you Chex Quest, but there's certainly a lot more to the game than that video. In fact most of the time you're fighting robots (with other creatures occasionally).
Either way, thanks for your thoughts on the game!
I can see why people disliked the art style... It's still on the edge between an actual style and goofy, bad hand-drawing.
I think this should be better defined. The animations and the GUI should also mimic this style. ...make the colors less less like a chalk drawing. etc
I appreciate the feedback but if you did not know, I am the only person working on this game. It has been a really hard journey getting to where the game is now, and the graphics/art has certainly not been the main focus of the game.
It's the story, the gameplay, the amount of fun people can have with it. And nobody else has disliked the art style.
You said many people were hating on the game. That's what I was referring to.
Oh! Well most of the hate that I got was because the game looked like a typical RPG Maker game..
and with the latest updates, I've really been trying to change that. Because the game isn't even using RPG Maker, it was built with GG Maker. Which both engines have huge differences.
But anyways I do really appreciate your feedback! I'll keep it in mind.
Well not as huge as the difference between RPG Maker and Unity or Unity and UDK/Cryengine...
This is kind of about looks, everything that can be done in GG Maker is going to look mostly the same as an RPG Maker game, even though, the road there was different. 2D pixel graphics top down view...
GG Maker has less coding right?
That and you can make 3D games. I've made a couple FPS's with GG Maker. I know thats not possible with RPG Maker.
Yeah, but Unity is far better for that anyway.