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AdventureSteed

1
Posts
A member registered 62 days ago

Recent community posts

    The graphics, character design, and menus look great! Excellent in every visual regard that I saw, excepting obvious placeholders in the shop and second level. I especially like the appearance of the enemy and the variety in its attacks. Also, the way the player wiggles after being knocked over is pretty funny.
    As for gameplay, player input could be handled more gracefully to measure up to Dark Souls (one of my favorite games). For instance, in this game, players must stop moving in order to swing their weapon. This means that they must release the W key *and then wait* until their character slows to a stop before swinging. This slight delay becomes frustrating during combat, an issue which is worsened by the following:
    If players press the attack button 0.3 seconds too early, they do not attack. If they press the button 0.1 seconds late, they do not combo. The game thus can appear to ignore the command to attack. To fix that issue, I recommend the fairly universal concept of input buffering. Dark Souls leans heavily on input buffering to make it easier to pull off combos, time dodges, and do pretty much anything.

    Another nitpick: after starting a combo or attack, players are unable to change direction. This was a feature in Dark Souls that made it easier to engage multiple foes, track a moving foe, and reposition while on the offensive. That capacity would be nice to have in your game.

    Final nitpick: the big crab enemy often misses when the player stands still, and it tries to back away endlessly if it doesn't get enough distance for the spit attack.

    I mean no offense here. The game is enjoyable as it stands, and with some gameplay polish would be at par with great action titles. Thanks!