I'm not gonna lie - I feel like you're cooking with the FPS camera. Maybe I'm biased (I do like FPS games more than third-person ones) - but it feels kind of right. Unarmed is a bit wonky, but when you're armed and ready for attack - man, that's good.
The hit collision feels a bit off - I liked using the "poke" attack with the sword, but it felt like the distance when attack lands is shorter than the sword itself.
Menu UI is static in relation to the screen resolution - so it's tiny when playing in 4k, but is manageable when you change screen resolution.
The map is brighter overall, which is great - you can now really appreciate the design of the castle. And it's VERY immersive. Would love a bit more variety, but I also understand that it's a demo.
I deleted my original comment, since I coudn't manage the combat system.
I gave it a second go, and found out that the reason I was having trouble, was that whenever I have two weapons equiped (in my case, an axe on my back), my montante would hit the weapon on my back, making the game impossible. So that is a major bug for you to fix.
But now, with that knowledge, I managed the combat, and it felt surprisingly smooth. I actually really like it.
I don't like that opening the inventory is " I ". Most games have TAB as the standard inventory key, since it is close to WASD. You should probably rethink the default mappings.
The sound effects for when an enemy dies are a bit too loud.
The notes, It is very cumbersome to pick them up, and read them in the inventory. A QOL would be to, be able to read the notes in a big window, and then prompt the option to pick them up.
Other than that, game is progressing. Keep up the good work.
The artwork is excellent. The controls are fairly solid but still a bit clunky. For instance when attacking an enemy that is up against a wall, my weapon seems to default to hitting the wall, even though the wall is behind the enemy. Overall great start, the aesthetic is professional feeling.
Looks cool.
UI feels clunky to navigate, what with containers being all the way to the left and inventory on the right. I don’t have three hands so please don’t bind inventory to i.
Why can one closet be accessed but not the other, at the start?
I find directional combat to be good in concept but in practice the camera seems to have a movement deadzone which, maybe regardless of it, feels like you need to do camera sways too large to properly aim, and then you need to re-aim your view at the enemy in time… how about letting me hold a mouse button where the camera will lock and I can just choose the move so to say? Admittedly I’ve not played other games with a system like this.
It seems that having multiple equipped weapons will make the one you swing collide with the one on your back. How does the game even choose which one to bring out?
Fighting always felt like I didn’t have enough time to parry or dodge… or I thought I did, but the game hit me anyway.
As it stands I feel there’s not that much reason to play, but I’ll keep an eye out for future updates.
i accidentally broke the weapon equip code, i imagine you can only equip a melee and a ranged weapon and the game has no shields. Would you prefer if movement keys toggled different attack directions or would that cause the same problem for you?
I equiped axe and longsword at once, I didn’t find any ranged weapon (fell into the void and from what I could see I’d been to most rooms so didn’t start over).
I feel like movement keys would cause the same issue, yeah.
i didnt add ranged weapon yet. anyway the next weapon will def be a rapier and the greatsword was kind of a gimmicky weapon i needed to test the hitboxes
I CAN SEE HIM why is the default weapon in a game where weapons can hit walls a longsword? i hate you please make it so i can press esc to close the various inventory and chest screens, like TODD intended i tried to kill the furry and i couldn't and i'm very upset in the initial room i noticed that armors and other items offer too much resistance to the player, maybe the collision should be one way only, so they are moved when the player collides with them but don't end up feeling like huge obstacles in the process? or maybe just remove their weight actually i had the same issue when walking over enemy corpses, sometimes the character gets kind of stuck, i bet something's fucked with the collision layers the axe is neat but considering the much smaller range maybe it should hit faster? idk it felt kind of underwhelming nice ROOMS, i look forward to more ROOMS in this game about ROOMS
I will try to make a tutorial as soon as possible i noticed most people have no idea how the combat works even with the controls. Adding more UI as we speak.
I don’t remember seeing this on any previous demo day and have been dying to try it, really solid first outing. Your art style is seriously good, I’m super jealous. Stick with it an you’re bound to go far. Combat is a little clumsy but very easy to get a handle on, and your opponents seem to be about as slow as you which is fair. Being very tired as I write this, being able to play a slower action game was very welcome.
I got it running fine on Linux with umu but I had to remove the space from the executable name and data folder.
Not having any tracking on chops or thrusts is pretty brutal, but if enemies can’t do it neither should you.
I think this comes down to personal preference but my first instinct is always to hold down attack to pick which direction to swing from and then have the swing initiate only when the attack button is released.
Maybe this is what you meant by a single weapon but the axe seems to just not work, it just sparks as if hitting an invisible wall.
Whatever you’re using for mouse control has some fucking awful acceleration on it.
Like a lot of games with dark color palettes, I think you’re going to need a gamma slider once you’ve got settings going. I can see fine on my TN monitor but I have to turn off color vibrance even in the middle of the night. It probably looks really dark on an OLED.
E to use instead of F and Tab to stow weapon instead of R? smdh
The game needs options and tutorial. Also ESC should dismiss menus, closing it manually is torture I wouldn't wish on my worst enemy. Animations are smooth, visuals consistent and great, there's an ugly thing peeping behind one door.
Swordplay is interesting but for the time being I don't see a single reason to block, in any situation. Swinging fast and punishing enemy for closing distance is the way to go even with few enemies.
On death my axe flew away, deeming my corpse unworthy of companion
.
An even more schizophrenic demo with a nonsensical level design and doors that lead into the void and a single weapon but I guess the castle looks cool
Comments
I'm not gonna lie - I feel like you're cooking with the FPS camera. Maybe I'm biased (I do like FPS games more than third-person ones) - but it feels kind of right. Unarmed is a bit wonky, but when you're armed and ready for attack - man, that's good.
The hit collision feels a bit off - I liked using the "poke" attack with the sword, but it felt like the distance when attack lands is shorter than the sword itself.
Menu UI is static in relation to the screen resolution - so it's tiny when playing in 4k, but is manageable when you change screen resolution.
The map is brighter overall, which is great - you can now really appreciate the design of the castle. And it's VERY immersive. Would love a bit more variety, but I also understand that it's a demo.
Great job, looking forward to your next demo!
I deleted my original comment, since I coudn't manage the combat system.
I gave it a second go, and found out that the reason I was having trouble, was that whenever I have two weapons equiped (in my case, an axe on my back), my montante would hit the weapon on my back, making the game impossible. So that is a major bug for you to fix.
But now, with that knowledge, I managed the combat, and it felt surprisingly smooth. I actually really like it.
I don't like that opening the inventory is " I ". Most games have TAB as the standard inventory key, since it is close to WASD. You should probably rethink the default mappings.
The sound effects for when an enemy dies are a bit too loud.
The notes, It is very cumbersome to pick them up, and read them in the inventory. A QOL would be to, be able to read the notes in a big window, and then prompt the option to pick them up.
Other than that, game is progressing. Keep up the good work.
The artwork is excellent. The controls are fairly solid but still a bit clunky. For instance when attacking an enemy that is up against a wall, my weapon seems to default to hitting the wall, even though the wall is behind the enemy. Overall great start, the aesthetic is professional feeling.
exanima pilled
Looks cool.
UI feels clunky to navigate, what with containers being all the way to the left and inventory on the right. I don’t have three hands so please don’t bind inventory to i.
Why can one closet be accessed but not the other, at the start?
I find directional combat to be good in concept but in practice the camera seems to have a movement deadzone which, maybe regardless of it, feels like you need to do camera sways too large to properly aim, and then you need to re-aim your view at the enemy in time… how about letting me hold a mouse button where the camera will lock and I can just choose the move so to say? Admittedly I’ve not played other games with a system like this.
It seems that having multiple equipped weapons will make the one you swing collide with the one on your back. How does the game even choose which one to bring out?
Fighting always felt like I didn’t have enough time to parry or dodge… or I thought I did, but the game hit me anyway.
As it stands I feel there’s not that much reason to play, but I’ll keep an eye out for future updates.
i accidentally broke the weapon equip code, i imagine you can only equip a melee and a ranged weapon and the game has no shields. Would you prefer if movement keys toggled different attack directions or would that cause the same problem for you?
I equiped axe and longsword at once, I didn’t find any ranged weapon (fell into the void and from what I could see I’d been to most rooms so didn’t start over).
I feel like movement keys would cause the same issue, yeah.
i didnt add ranged weapon yet. anyway the next weapon will def be a rapier and the greatsword was kind of a gimmicky weapon i needed to test the hitboxes
nice grahpics
I CAN SEE HIM

why is the default weapon in a game where weapons can hit walls a longsword? i hate you
please make it so i can press esc to close the various inventory and chest screens, like TODD intended
i tried to kill the furry and i couldn't and i'm very upset
in the initial room i noticed that armors and other items offer too much resistance to the player, maybe the collision should be one way only, so they are moved when the player collides with them but don't end up feeling like huge obstacles in the process? or maybe just remove their weight
actually i had the same issue when walking over enemy corpses, sometimes the character gets kind of stuck, i bet something's fucked with the collision layers
the axe is neat but considering the much smaller range maybe it should hit faster? idk it felt kind of underwhelming
nice ROOMS, i look forward to more ROOMS in this game about ROOMS
all that you mentioned is unfinished because the demo is a fucking mess anyone noted thank you
Gorgeous work, I fell out of the map the first time playing. And on my second playthrough I got stunlocked by the 2 guys.
I will try to make a tutorial as soon as possible i noticed most people have no idea how the combat works even with the controls. Adding more UI as we speak.
I love the artstyle. Did you do everything yourself?
yes
Really great graphics & aesthetic! Gameplay seemed really clunky though, like my guy has to reboot mentally after every move yet the enemies don't.
environment is nice.
I made the horrid mistake of walking through that one door without looking.
Combat feels a little weird, but I'm probably just not used to it. I can walk around with a controller but none of the other functions are bound yet.
Having an indoor wind-ambience or raining sfx would make the experience a lot more atmospheric.
I think I kill them all? No idea how to use the axe tho.
No tutorial, I downloaded and played before reading the comment, so it took a while to figure out the controls haha.
The art is great, the environment is *chef kiss*
I'm ok with slow combat, but it feels a bit floaty, as in when the hit connects it doesn't feel the impact yet.
The combat style of adjusting swing direction is a cool idea, but currently I just stab and that's it, need a reason to mix things up.
ps: wtf is this lmao
guglielmo
I don’t remember seeing this on any previous demo day and have been dying to try it, really solid first outing. Your art style is seriously good, I’m super jealous. Stick with it an you’re bound to go far. Combat is a little clumsy but very easy to get a handle on, and your opponents seem to be about as slow as you which is fair. Being very tired as I write this, being able to play a slower action game was very welcome.
thank you anyway keep in mind I actually brightened the game a lot based on feedback so you can imagine how bad it was before
It’s the curse of mood lighting, everybody’s monitors have arbitrarily different brightnesses and your game will only ever look right on yours.
Controls:
wasd -> movement
i -> inventory
tab -> ready/unready weapon
alt -> dodge
left click -> attack
e -> interact/pickup item
shift -> run
right click -> block/parry
The game needs options and tutorial. Also ESC should dismiss menus, closing it manually is torture I wouldn't wish on my worst enemy. Animations are smooth, visuals consistent and great, there's an ugly thing peeping behind one door.
Swordplay is interesting but for the time being I don't see a single reason to block, in any situation. Swinging fast and punishing enemy for closing distance is the way to go even with few enemies.
On death my axe flew away, deeming my corpse unworthy of companion .
Solid demo.
I forgor to add a tutorial btw you the first frames of the block can parry
An even more schizophrenic demo with a nonsensical level design and doors that lead into the void and a single weapon but I guess the castle looks cool