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Ai Usage
Human made
Genre
RPG
JRPG | CRPG | MMO| RPG
Rating
For 13+
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Ai Usage
Genre
JRPG | CRPG | MMO| RPG
Rating
Log in with itch.io to leave a comment.
Comments
I hate to call everything a souls game, but it's got that souls like feel to it, which I do like, and the PS2 low-poly aesthetic is great. It definitely has the bones for a interesting game. It has some flaws to which are.
1. It's extremely gamer based if I can describe it as such. For example, lockpicking, looting, and the way you interact with certain stuff. It's not very intuitive for the average person unless you've played with things similar before. For example lockpicking I understood immediately, as the mechanic was very similar if not the same as dying light so I knew what to do. But if you don't know, you would have to just guess. Similar backtracking, you may not know to backtrack, but I will give credit, you are given a key so logic would suggest that door that says you need a key will be utilized as such.
2. Dying is of no consequence, perhaps because it is a demo but there's no reason to not just die and reset the level to grind XP.
3. Combat is a lil clunky. There is seldom point in blocking as there's just not enough time to riposte so it just becomes a kiting game.
There's also some map clipping and collision based issues such as escaping out of bounds or enemies clipping into crates. But overall, I was quite invested. I really liked it, and it reminded me a bit of Barony, a game of which I also really enjoy. I think adding some controls, and volume control, might give players a bit more help. No need to Ubisoft it, but a gentle nudge like the arrows by the bridge to signal shooting the ropes to teach mechanics.
Vod section from 1:17:42-2:16:30 https://www.twitch.tv/videos/2866219017
Thanks to you, I’m feeling really motivated to keep working on the game. There are definitely a lot of things that need improvement. The first batch of fixes is almost finished, especially the ones related to the combat system and UI.
Excited to see how the progress goes along!
Hey I gave the game a play. I couldn't get passed the locked door after pulling the lever. I didn't find a key, and couldn't figure out how to use the lock picks. I like the non-linear level design where you start in the same place but unlock shortcuts. I've got something similar in my own game. Everything felt very slow, like the sword swing and block. Luckily the enemies weren't too hard to handle once you got used to them. I'd definitely like to see more content, but I didn't want to just play the same part over and over since I couldn't figure out how to progress. Maybe adding more UI hints about how things should work (it took me a while to figure out how to equip the sword without going into the inventory).
Thanks for the feedback. Yeah, I’ve noticed that a lot of people get confused about where to go and what to do. I’m currently thinking about how to make it more intuitive. It might be partly because of the mix of elements from different games, and partly because of how they’re implemented.
You get the key after completing Level 1. That’s also when the map becomes available, allowing you to choose another level.
Played up until the locked door that requires a key, couldn't find it anywhere. Knight didn't want to talk to me again after I talked to him the first time and then died, lockpicks couldn't (?) be used.
Love how the game looks. I realise its an early version so I won't go that in-depth about most things because they'll probably change anyway. But some stand out things I noticed were how hard it can be in certain areas to navigate because it looks very samey, like the starting area. Blocking needs to briefly stun/stagger enemies or there isn't much point to it, rats were extremely annoying to fight without getting hurt.
A very promising project, hope you keep at it.
Thank you so much for your feedback! I was really nervous reading your review. The key is given to the player after completing the first location.
As for the stun effect after blocking - I honestly hadn’t even thought about that. That’s a very important point, and I’ll definitely rework it soon!
When you work on a game for a long time, you start to lose objectivity about your own project. Thank you for giving me a chance to look at it from an outside perspective. I’ve already made a whole list of changes — I have a lot of work ahead of me!