Saga of Sins is an expiatory action-adventure which features a mystical storyline and a rewarding arcade gameplay! Transform into demonic creatures and fight the seven deadly sins.
[h2][b]The mighty Griffin[/b][/h2]
[h3]Switch to Griffin[/h3]
This ancient demon stands for loyalty and trust, but is all the more unforgiving when spotting sinners with its sharp eyes. Were it for this demonic creature's appetite for the human liver, our humble hero Cecil would not even feel that bad having to transform into it when entering the minds of the 31 villagers of Sinwell.
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Once again, you can switch between all creatures on the fly and there will be some optional yet rewarding backtracking.
[h3]Spread Shot[/h3]
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The Griffin features a spread shot that can be upgraded by donating gold to Madonna statues. Upgraded from two to four projectiles at once! This makes him super powerful for combat. So, make sure to collect lots of treasure chests and perform your Power Dash on multiple enemies, as this will make them drop twice as much gold!
[h3]Wall Cling[/h3]
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Only the mighty Griffin can climb special walls covered in vines to reach new heights, discover secrets or outflank enemies.
[h3]Gameplay is King[/h3]
Each of our demonic creatures features a different shot type and skill. The Werewolf has a Revelation Howl that can shatter cracked glass, the Gargoyle’s Ignition can burn obstacles and light braziers to solve riddles and the Griffin uses a Wall Cling.
But what about speed, jump height and velocity?
With the Gargoyle and the Griffin, we have two winged creatures, one rather strong the other rather fragile, does this affect the basic platforming gameplay at all? The simple answer is: no. But for a good reason!
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The original plan actually was, that only the winged creatures can perform their Power Dash in midair, while the Werewolf can only do a Power Dash when standing on the ground. Same goes for the double ump.
In our prototype phase however, we found out that these feel rather unintuitive. Same goes for the already implemented and then scrapped different walk speeds, for example to make the Gargoyle feel more like a tank.
At the end a fluid gameplay was more important for us than a forced individuality that sometimes felt inconvenient during combat or platforming…
Thank you for your passion and support,
Your team at Bonus Level Entertainment :)