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A jam submission

Dark GraceView game page

A low-fantasy action RPG inspired by the Thirty Years War. Fight your way into the cursed depths of a besieged castle.
Submitted by Corus — 2 days, 23 hours before the deadline
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Comments

https://www.twitch.tv/videos/2616423845

New level is great, very atmospheric. First person mode is still the best. Love the outfits. Some enemies had their AI bugged and didn't attack me.

Keep it up!

Submitted

-Pressing 2 to go back to menu is broken for some reason. Two times now, I press it after starting and my mouse is invisible and I can't press anything.

-At the first door, you can open it while standing in its corner to make yourself clip into the ceiling(?). Wasn't stuck luckily. Though usually it just clips you through the door.

-Most containers have a perfect white square in the first slot, it's strange. Also I feel like there's more missing models than I remember, like white blocks for beds and some shelves with white instead of textures.

-Up attack on rapier seems to just be a normal slash?

-I went alt tabbed for awhile. The scream ambience plays several times in a row, making it sound more fake I think. Some more variance in the scream would help.

-I just killed a man, felt fairly natural I think. I notice that while you have directional attack, you can't directional block. I feel like that would be more in line with the system of caring about direction of attacks. Maybe too annoying.

-While breaking crates is fun, you then have to be wary of using them for other things. For example, at the 'alt to dodge' prompt you have a doorway blocked by crates and a slanted bookshelf.  But the crates are invincible for some reason, which makes it little better than an invisible wall, because you have now put doubt into the player that oh, some crates are just invincible for no reason I guess and I need to assume the design intent instead. It's even worse because this was the first room you had to break crates to even enter, so obviously the player will try again. At least make them steel reinforced or something.

-I got to the end of the demo, mainly cheesing the last enemies with how deaf and numb they are. I jumped at the sign which said this is the end, but I didn't notice the hole so oops I fell off the map. The combat seemed on par or better than last time, I think I prefer the smaller weapon since I remember the claymore hitting the walls all the time.

-I am going through again, I notice a combat bug. In this image I attacked from left to right, which should hit the archway wall(and it does make the ding sound), but it allowed me to hit the enemy on the right side of the wall anyways.


-Rendering wise, it looks like you got it good. I remember strange purple pixels and the tiled floor texture being all messed up in the distance. Much better now. Main thing I see is how chandeliers have a fairly big yellow highlight that flashes while you walk.

-Purposefully went into the 4v1 courtyard, it's too overwhelming in the open but the archway as a chokepoint helped. However it was half easier due to AI buggery, 2 of them got stuck on the sides of the stairs in front of the archway. And earlier, an enemy was stuck on a door until I ran into the room.

-Mouse delta on how long until your weapon direction changes is fine I guess, though very occasionally it caused me to accidentally do the wrong one. I think I wasn't aware that if you move slowly it isn't as reactive.

Game seems better, sans UI. Keep up the good work.

Developer (2 edits) (+1)

1 yeah should have tested it

2 i wanted to implement a better door script, but i delayed doing that 

3 i think i may have forgotten read/write on some items. I thought I removed all broken items.

4 i didnt add the overhead attack yet, i wanted to come up with different ones than the same boring overhead

5 yeah i probably need to come up with a better sfx system. Rn its battle sounds, foxes, and wind

6 i will not implement directiononal blocking because some enemies wont be humanoid at all so they dont exactly attack in a clear direction, plus i think its a bit too much for the player

7 fair, I'm not sure if things being breakable the way they are is a good idea

8 ditto

9 now weapons only hit the geometry if in a cone in front of the character, because the constant recoils were very annoying

10 not sure what caused the purple pixels specifically, sounds like a missing material but usually the whole mesh is purple.

11  did not implement navmeshes yet because i wasnt sure what to use exactly

12 i may reduce the threshold to switch attack direction or add a toggle to change the attack direction based on the movement keys

Ty, and i think i answered everything 

Submitted

I've noticed once you open a container there's no distance limit, if you get too far from it the looting menu should auto-close.

the little line on the crosshair that indicates attack type got a little bugged one time and shows 2 active lines (down and right)

you may want to invest a bit of time into making some objects in the environment auto-fade if they're too close to the camera. like the candelabra and the curtains.

a bit annoying that some wooden things can be broken and others cant. i would recommend making the breakable ones visibly different, like a slightly different wood color for example

does stealth work? it feels like this game should have functional steal that lets you sneak up on enemies

swing slowness continues to be uncomfortable to me but that's because i'm a bloodborne zoom zoom enjoyer. coming from something like mordhau this combat feels more natural.

as always the whole thing feels like playing a 5% finished piece of a hyper professionally made game which is high praise.

Developer (2 edits)

1 did not implement max distance for containers, should be an easy fix

2 known bug, I will i fix it

3 perhaps. Need to consider this

4 i was testing breakable stuff, but since generating breakable meshes cam be annoying i need to consider if the mechanic is worth it at all

5 no. Enemies are currently deaf and attacks do not aggro them when attacked. They also sometimes do not aggro when they can clearly see you so that is a bug

6 i may speed it up slightly but yeah i never set out to make a fast paced game

7 ty tho i feel like im mostly making this for fun. Im making my ideal rpg but im not making many compromises so it all takes a long time 

Submitted

Animations broke in the middle of the 1v4. I've seen this happen before in my own games when I update the animation clip and reimport it while the game is running (with custom playable graphs), never happened in a build for me though. 

Also, "2 to return to main menu" didn't restore my cursor. 

Here's the logs:

```

NullReferenceException: Object reference not set to an instance of an object

  at CharacterControllerBehaviour.HandleCombat () [0x00288] in <267283b3a0eb498fa9913587e5ca69ed>:0 

  at CharacterControllerBehaviour.MovementStates () [0x000af] in <267283b3a0eb498fa9913587e5ca69ed>:0 

  at CharacterControllerBehaviour.Update () [0x00017] in <267283b3a0eb498fa9913587e5ca69ed>:0 

i am moving

i am moving

ArgumentException: Each item can only be used in one IndexedList at a time.

  at Animancer.IndexedList`2[TItem,TIndexer].Add (TItem item) [0x00032] in <d2ceed881e3a485e952eb02a4de046d7>:0 

  at Animancer.AnimancerGraph.RequirePreUpdate (Animancer.IUpdatable updatable) [0x00000] in <d2ceed881e3a485e952eb02a4de046d7>:0 

  at Animancer.FadeGroup.StartFade () [0x0000a] in <d2ceed881e3a485e952eb02a4de046d7>:0 

  at Animancer.FadeGroup.StartFade (System.Single targetWeight, System.Single normalizedFadeSpeed) [0x00019] in <d2ceed881e3a485e952eb02a4de046d7>:0 

  at Animancer.AnimancerLayer.Play (Animancer.AnimancerState state, System.Single fadeDuration, Animancer.FadeMode mode) [0x000e2] in <d2ceed881e3a485e952eb02a4de046d7>:0 

  at Animancer.AnimancerLayer.Play (Animancer.ITransition transition, System.Single fadeDuration, Animancer.FadeMode mode) [0x00008] in <d2ceed881e3a485e952eb02a4de046d7>:0 

  at CharacterControllerBehaviour.HandleCombat () [0x000dd] in <267283b3a0eb498fa9913587e5ca69ed>:0 

  at CharacterControllerBehaviour.MovementStates () [0x000af] in <267283b3a0eb498fa9913587e5ca69ed>:0 

  at CharacterControllerBehaviour.Update () [0x00017] in <267283b3a0eb498fa9913587e5ca69ed>:0 

```

Developer(+1)

I will investigate, it may be a missing anim

Developer

btw:

1: reloads the level

2: quits to main menu

i didnt make new UI because it all needs to be redone

I laughed when I ran into the shining spot where four guys ambush you and it said "Hint: Equip the rapier"

Developer

Im pretty sure the hints are all wrong because I wanted to completely remake this level