Hey I know that font! Excellent visuals, texture work is A+, I don't think you need more detailed items than what you have here, sweet lantern, nice selection of equippable items, overall feels very high quality.
That one book with Cris prose,I didn't find his exact post but I know it's his or influenced by him :P Attacks are very slow, windup and execution feel extremely sluggish, also walls are too powerful when swinging. Are those exact hitboxes on the claymores? I swear they were bouncing off the walls from the middle of the corridors. Fighting enemies can be cheesed, just stand behind the doorway and attack with a thrust, they can't do anything that way. They can also be stuck behind the doors. On my second playthrough I played a little more recklessly and even got better results! Enemies have very strict wake positions, that could be adjusted, as I could choose which one of the three enemies in the room I could wake. Also their health shows before entering the room which already informs me that there's a fight nearby and I think it always should be a small surprise. Axe should be held the other way, right?
Anyway, killed everyone, healing laudantum heals very little health, other ingredients couldn't be mixed, I think "use on" doesn't work at all, took a plunge to the void beyond making sure I visited every room. Overall, fun but short. I hope you won't get discouraged from keeping it constantly high quality and I'm waiting for more.
the cris' poem is a real post and a silly easter egg, i actually had to remove a slur lmao. I might move it to a very obscure location later. Yeah the AI is very broken so I will work on it.
I probably don't have the best feedback because I honestly just enjoyed it a lot and besides some prototype jank, I think it's a really solid demo and I like the style of combat. I do think you should have a few single enemies spaced out in the beginning for the player to get used to the combat mechanics and timing - similar to how the training in exanima has a gauntlet with different weapon types for you to get used to fighting as there were quite a few groups of two enemies. Looking forward to seeing where this goes!
Ty I can see why insane people like me that actually liked exanima would enjoy this. I don't have armor layers but you can see that armor are procedural so its essentially the same thing, its just easier to handle mesh and inventory wise. The tutorial is very unfinished and I added a transition to the test level so people have more stuff to play with.
I'm not sure what can I say that others have said as feedback so I'll just say my experience.
I started the game and after picking up different items I just guessed they were all props and just did combat only, at first I was cheesing with a door getting the enemies stuck and eventually I started doing more proper combat as I felt more comfortable with attack timers and enemy behavior. I'm not a souls player so I'm not sure if I should comment, it felt a bit clunky but maybe that's intended since the enemies are clunky too.
After a bit all enemies were dead but one that didnt have an hp bar who didnt attack me, I thought it was some friendly or bugged npc. Eventually I opened a door that lead to nowhere and fell off the world, by this point I took a guess that the game didnt have much else to offer, I hope this wans't incorrect.
First time playing this. Like others already said, it looks great!
Im too bad to kill the two guards at the door, the slow attacks that cannot be cancelled are a bit frustrating. Unfortunately i didn't find any respawn button, so i had to alt + F4 to try again.
The UI for character creation is extremely small for big screens. I barely missed the name input at the bottom after hitting new game. Maybe a big title saying "Character Creation" or "Who are you?" would help? Also hitting new game made the game freeze for a while. I guess it needs some kind of loading screen/indicator.
The music in the main menu is nice, but very loud. Options didn't work for me (probably not implemented).
What i like a lot, is the feeling that you can just take anything in the rooms, like skulls, bottles etc. Gives a bit of a Morrowind-Soulslike vibe.
Keep it up, curious how it will evolve (and if i will git gud enough to get out of the tutorial).
you can in fact cancel the attacks in the windup phase with right click (block/parry button). i should have put a hint for that but the tutorial level is unfinished. the character creation is a very early mockup. it doesnt even do anything. yeah the audio is a bit fucked. the music is A Dragon's Lullaby by Scott Buckley, who i forgot to credit. I plan a LOT of clutter, but as you can see the items are currently extremely broken, and armor doesnt even do anything. the UI is very unfinished as i said unfortunately
Insane texture and lighting work. The environment looks phenomenal. All the controls were very smooth and everything worked without issue (save that it doesn't seem controller support is there yet). I will be honest I barely read any of the text that I picked up, but I'm sure there is an audience out there that will really enjoy that aspect as well.
Here are some bugs & issues I found on my playthrough: -Tried controller (PS5 Dualsense controller) and nothing worked except left analog stick -I can interact with containers from infinitely far away (taking stuff in & out) so long so I initially interacted with it. Interacting with another container while doing this while switch the container being interacted with but hide your cursor. -It's super annoying that in order to cancel out of interacting with a container I have to press E **AND** have my cursor on the container highlighting it (or I can just press TAB twice but that sucks as well) -Sometimes I'll open doors and they'll open towards me hitting me in the face ( :( ). I think they should always open away from your character. Also I got stuck between a pillar and door like twice because of this, having to close, reposition, and open it again to avoid its unstoppable approach. -Enemies will not pathfind around doors. I opened one such that it stuck two enemies behind it and they just kept walking straight towards the door to get to me, locked behind its oaken form.
Very well done. Dark Grace is mega GMI energy. Keep up the good work, Corus!
I like the new tutorial area. Very moody. The game play is very fun, as I said on last DD. What I think you should re-think, or, work on, is the menus. I think as they are now, they feel unfriendly. Get some inspiration from a game you like, and try to replicate their QoL on menus interactions. Like for example:
Being able to move, and resize the menu windows with the mouse.
Being able to pick, and drag items in the inventory with the mouse. Reorganize them with the mouse.
Better display of the lore notes. (Right now is hard to read)
Make you able to read the lore notes without the need of picking them up first.
The new dark area with the lantern genuinely made me question if you should just pivot into making horror instead. Totally expected some eldritch abomination to pop out and chase me, unfortunate that I just got a couple of basic enemies after that. As always, the art in this is crazy good.
the whole idea is a genre shift halfway through the game. Dark fantasy swashbuckling adventure to survival horror. Kinda like exanima or bloodborne. I was just teasing to that
Great demo! I like the slow and methodical combat that feels fair. The artstyle and atmosphere is immaculate.
I did encounter a few bugs.
I could see enemy health bars through the walls
Sometimes the E button does work for closing the loot UI and you have to press escape instead
I found one enemy that was just standing, don't know if his AI was disabled or if he was stuck. He didn't react when I hit him.
I have a couple of thoughts that are purely my own opinions.
When swinging any sword I feel like I want to hold the swing button and drag towards the swing direction and release instead of moving my mouse towards the direction before the swing even begins. It happened a lot that I unintentionally changed my swing direction before I got my swing away.
I know it's a third person game, but I would like to see the first person a bit more fleshed out. Currently it's hard to see where the swing is going to hit in first person (This is not a problem in third person). Maybe this could be fixed with a camera adjustment.
Other than that it's great demo and I'm looking forward to see you expand on it.
you can close countainers with E if you select the same container again. Is it better to close it if you press E anywhere else? Also the stuck npc is the dummy npc I used to test things on and forgor to remove.
I think there are also hitzones with different damage multipliers? very cool. I got cornered by the two guys just after getting the rapier then spawned in your test room(?) with variants of clothes just hovering. I didn't open the door or anything, maybe dying prompted it, I'm not sure.
KBM controls are solid, maybe allow binding attack directions to extra mouse keys or control the attack with the way you move(left input for swipe left, user presses attack then is free to move and aim in any direction since the attack is locked in) I'm pretty sure the Chivalry 2 allows using the latter method.
Holy, the tutorial zone vibe is immaculate, lmao the shift to run, actual game. :O
- Opening the door causes the door to push the character, can sometimes be annoying.
- The shiny should be on the object of interest if we are to use shiny. Maybe I'm retarded, but I keep finding the lantern in the drawer or clicking the shiny. I think the shiny took away my environmental awareness and fixated on the shiny.
Comments
Hey I know that font! Excellent visuals, texture work is A+, I don't think you need more detailed items than what you have here, sweet lantern, nice selection of equippable items, overall feels very high quality.
That one book with Cris prose,I didn't find his exact post but I know it's his or influenced by him :P Attacks are very slow, windup and execution feel extremely sluggish, also walls are too powerful when swinging. Are those exact hitboxes on the claymores? I swear they were bouncing off the walls from the middle of the corridors. Fighting enemies can be cheesed, just stand behind the doorway and attack with a thrust, they can't do anything that way. They can also be stuck behind the doors. On my second playthrough I played a little more recklessly and even got better results! Enemies have very strict wake positions, that could be adjusted, as I could choose which one of the three enemies in the room I could wake. Also their health shows before entering the room which already informs me that there's a fight nearby and I think it always should be a small surprise. Axe should be held the other way, right?
Anyway, killed everyone, healing laudantum heals very little health, other ingredients couldn't be mixed, I think "use on" doesn't work at all, took a plunge to the void beyond making sure I visited every room. Overall, fun but short. I hope you won't get discouraged from keeping it constantly high quality and I'm waiting for more.
the cris' poem is a real post and a silly easter egg, i actually had to remove a slur lmao. I might move it to a very obscure location later. Yeah the AI is very broken so I will work on it.
Visuals are excellent, love your texturing!
I probably don't have the best feedback because I honestly just enjoyed it a lot and besides some prototype jank, I think it's a really solid demo and I like the style of combat. I do think you should have a few single enemies spaced out in the beginning for the player to get used to the combat mechanics and timing - similar to how the training in exanima has a gauntlet with different weapon types for you to get used to fighting as there were quite a few groups of two enemies. Looking forward to seeing where this goes!
Ty I can see why insane people like me that actually liked exanima would enjoy this. I don't have armor layers but you can see that armor are procedural so its essentially the same thing, its just easier to handle mesh and inventory wise. The tutorial is very unfinished and I added a transition to the test level so people have more stuff to play with.
I'm not sure what can I say that others have said as feedback so I'll just say my experience.
I started the game and after picking up different items I just guessed they were all props and just did combat only, at first I was cheesing with a door getting the enemies stuck and eventually I started doing more proper combat as I felt more comfortable with attack timers and enemy behavior. I'm not a souls player so I'm not sure if I should comment, it felt a bit clunky but maybe that's intended since the enemies are clunky too.
After a bit all enemies were dead but one that didnt have an hp bar who didnt attack me, I thought it was some friendly or bugged npc. Eventually I opened a door that lead to nowhere and fell off the world, by this point I took a guess that the game didnt have much else to offer, I hope this wans't incorrect.
First time playing this. Like others already said, it looks great!
Im too bad to kill the two guards at the door, the slow attacks that cannot be cancelled are a bit frustrating. Unfortunately i didn't find any respawn button, so i had to alt + F4 to try again.
The UI for character creation is extremely small for big screens. I barely missed the name input at the bottom after hitting new game. Maybe a big title saying "Character Creation" or "Who are you?" would help? Also hitting new game made the game freeze for a while. I guess it needs some kind of loading screen/indicator.
The music in the main menu is nice, but very loud. Options didn't work for me (probably not implemented).
What i like a lot, is the feeling that you can just take anything in the rooms, like skulls, bottles etc. Gives a bit of a Morrowind-Soulslike vibe.
Keep it up, curious how it will evolve (and if i will git gud enough to get out of the tutorial).
you can in fact cancel the attacks in the windup phase with right click (block/parry button). i should have put a hint for that but the tutorial level is unfinished. the character creation is a very early mockup. it doesnt even do anything. yeah the audio is a bit fucked. the music is A Dragon's Lullaby by Scott Buckley, who i forgot to credit. I plan a LOT of clutter, but as you can see the items are currently extremely broken, and armor doesnt even do anything. the UI is very unfinished as i said unfortunately
Insane texture and lighting work. The environment looks phenomenal. All the controls were very smooth and everything worked without issue (save that it doesn't seem controller support is there yet). I will be honest I barely read any of the text that I picked up, but I'm sure there is an audience out there that will really enjoy that aspect as well.
Here are some bugs & issues I found on my playthrough:
-Tried controller (PS5 Dualsense controller) and nothing worked except left analog stick
-I can interact with containers from infinitely far away (taking stuff in & out) so long so I initially interacted with it. Interacting with another container while doing this while switch the container being interacted with but hide your cursor.
-It's super annoying that in order to cancel out of interacting with a container I have to press E **AND** have my cursor on the container highlighting it (or I can just press TAB twice but that sucks as well)
-Sometimes I'll open doors and they'll open towards me hitting me in the face ( :( ). I think they should always open away from your character. Also I got stuck between a pillar and door like twice because of this, having to close, reposition, and open it again to avoid its unstoppable approach.
-Enemies will not pathfind around doors. I opened one such that it stuck two enemies behind it and they just kept walking straight towards the door to get to me, locked behind its oaken form.
Very well done. Dark Grace is mega GMI energy. Keep up the good work, Corus!
I like the new tutorial area. Very moody. The game play is very fun, as I said on last DD. What I think you should re-think, or, work on, is the menus. I think as they are now, they feel unfriendly. Get some inspiration from a game you like, and try to replicate their QoL on menus interactions. Like for example:
Game is good. keep the good work.
The new dark area with the lantern genuinely made me question if you should just pivot into making horror instead. Totally expected some eldritch abomination to pop out and chase me, unfortunate that I just got a couple of basic enemies after that. As always, the art in this is crazy good.
the whole idea is a genre shift halfway through the game. Dark fantasy swashbuckling adventure to survival horror. Kinda like exanima or bloodborne. I was just teasing to that
Great demo! I like the slow and methodical combat that feels fair. The artstyle and atmosphere is immaculate.
I did encounter a few bugs.
I have a couple of thoughts that are purely my own opinions.
Other than that it's great demo and I'm looking forward to see you expand on it.
you can close countainers with E if you select the same container again. Is it better to close it if you press E anywhere else? Also the stuck npc is the dummy npc I used to test things on and forgor to remove.
Yeah if you open a container with E I think it should always close if you press E again
Insanely pretty game and GMI
I think there are also hitzones with different damage multipliers? very cool. I got cornered by the two guys just after getting the rapier then spawned in your test room(?) with variants of clothes just hovering. I didn't open the door or anything, maybe dying prompted it, I'm not sure.
KBM controls are solid, maybe allow binding attack directions to extra mouse keys or control the attack with the way you move(left input for swipe left, user presses attack then is free to move and aim in any direction since the attack is locked in)
I'm pretty sure the Chivalry 2 allows using the latter method.
The UI and text felt too small on 1080p
yeah i just put a janky ass transition to the test level from the previous DD so atleast there is more stuff to play with
Interface is really small on 4k
anyway, added V to unlock camera rotation in combat mode
Holy, the tutorial zone vibe is immaculate, lmao the shift to run, actual game. :O
- Opening the door causes the door to push the character, can sometimes be annoying.
- The shiny should be on the object of interest if we are to use shiny. Maybe I'm retarded, but I keep finding the lantern in the drawer or clicking the shiny. I think the shiny took away my environmental awareness and fixated on the shiny.
- Rapier feels great.