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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

Submitted (1 edit)

video: 

tl;dw too much combat especially gankfights, want more adventure, more interaction maybe puzzles

atmosphere is peak, i like bonking 

add qol for inventory management if ur gonna keep inventory like skyrim style

Developer(+1)

There are lots of enemies to compensate for missing mechanics and puzzles I wanna add else it would be boring as fuck. Demo is in a fairly ugly state rn. I also made AI take turns to attack now so its less ganky. The inventory is something I designed fairly quickly I will probably have to redesign it soon.

Submitted

All things said your game is really special. It has the potential to be a very appealing dark atmospheric game and take the direction more toward horror if you want, more toward adventure, politics, etc. It has a very solid foundation.

Developer (4 edits)

I watched the video a bit more and I should have given the player a proper weapon from the start because hitting an enemy like 5 times to kill them isnt very fun (there was a rapier in the chapel courtyard that you didnt pick up btw). I made the weapons slightly faster but its probably still too slow. The enemies also kick way too often and it makes getting too close to them a chore. So I do agree with these points. The combat system is weird but I'm obviously not trying to copy dark souls its more a mix of mordhau and weird late 90's early 2000's arpgs like severance blade of darkness.

Submitted

- once i stepped into the garden i didnt hear grass footsteps, is this a feature you're missing entirely? add it ASAP it's super important (different footsteps per surface material)

- i really like the introductory enemy and using a candelabra as a makeshift weapon

- i feel like the level design is still weak. every single room looks amazing individually, but they're 100% just random rooms and hallways and it's impossible to build a proper sense of direction or priorities. no door feels more important than the others, no rooms feel more important than others. nothing. I think you should "zoom out" metaphorically and focus on the bigger picture of your environments. because as i said by themselves and looked at up close they're magnificent. but they don't feel like they're contributing to a bigger theme or picture

>you can destroy the crates

>there's no loot inside of them

false advertising

btw when i reached the door that required a key, the load times were very long, then when i came back the enemies i had killed had respawned, and then when i tried going through the door again the entire game froze up.

the candelabra isn't very exciting as a starting weapon
when i met an enemy in the very beginning, i closed the door in its face, but he was able to attack me even through the door
when i open a container i should be able to press a button to collect all the loot quickly
in the main menu i selected a male character but it didn't seem to make a difference

Developer (1 edit) (+1)

I think I will have something inbetween a candelabrum and a rapier but idk what, maybe a wood axe. I will also make separate crate and barrel variants that have loot inside.

Submitted

I played until I opened a door that put me outside the map and made me fall forever. The combat is very slow, some of it reminded me of mount and blade. I liked the graphics and atmosphere.

Submitted (1 edit)

If you disregard the warning of no lantern, you can go downstairs and can pick up a lantern right by the door. I then fell out of the map when walking down that corridor. Also, you can't walk back up the stairs(on some parts, like near the bottom of stairway to dungeon door) the character gets stuck so you have to jump up them.

Got to end of demo area, the fountain and statues. Not much to say, but fighting with a candelabra was neat.

Submitted

choosing a faith at the beginning is a really funny touch, I enjoyed that. combat was very slow but didn’t feel terrible to me, at least in third person - the different directional strokes based on where you were aiming was cool, if a bit unintuitive in first person. in first person I feel like a mouse gesture would make more sense, but I realize that’s way harder to code.

cool graphics though, very reminiscent of a certain era. I went into the basement without the torch and opened the door and started falling into the skybox, so I guess that was the end of the level

Developer (2 edits)

The combat is meant to be on the slower side but some weapons are still too slow. The demo is slightly longer than that if you open a door with a key but currently I'm struggling with making it longer

Submitted

I like the 17th century inspired setting, and I am intrigued about the lore.

It would be easier to explore further if there was some way to save progress.

Some combat animations seem too long for me, not responsive enough.

BTW corvinist (korwinista) is a political term here in Poland (circa a libertarian), hehe.

Developer

Thank you for appreciating the amount of research I put into this, I wanted to make something more unique than a generic medieval fantasy setting, since dungeon crawlers have been done to death.

Much of the groundwork has been done so I'm likely not too far off from implementing a save system.

Corvinist is basically the Lutheranism inspired schism. All the schisms will be revealed to be much weirder and more esoteric than their real life counterpart.

Submitted

Good stuff. Looking forward to the next update!

Developer (1 edit)

Colors are not correctly applied to procedural apparel. I'm trying to fix this

Should be fixed now