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I can see improvements since last demo, now you can't just spam you light attack and get away with it. Spear attack followed by dashing back is too OP though. Dodging attacks works and feels really well. The problem is that there is barely any indication that player receives damage, so you have no feedback that your dodge timing or spacing is bad.
Charged rapier attack is fun, but it feels like it's lacking in range when compared to the animation.
I also started the game while still listening to SMT soundtrack, and had a blast. Good job, dude.
Played your game, very nice atmosphere, and very challenging enemies. Took me a while to figure out how to kill those ghosts without losing all the health from the first couple of enemies, seeing that I don't play Dark Souls-type games, more of a shooter guy.
Looks like from the comments that you're working on the defense system. The game would really benefit from that. Also, there was a situation where I was swarmed by enemies but couldn't move, don't know if it's by design or not, but you should look into it. And movement while in combat in general.
With those graphics, the game works flawlessly with all the graphic settings turned to max - i5 4590/RX480. Looking forward for more of GKV.
That part about not being able to move when swarmed, was it because you keep getting hit before you had a chance to move? It's something I'm trying to tweak a lot. I wasn't able to completely fix it by the time Demo Day came up, but I will continue to work on it.
Yeah, it was because I was getting hit before I had a chance to move.
I love to experiment things in this demo and the addition of the game over screen is a godsend for that. The style of the game reminds me of dark souls, but the lack of a block/parry means I find myself cheesing enemies with walls and positioning rather than actually using all the attacks and combos (and that's sad, because your animations are gorgeous)
I hear you. There'll be more defensive options later on as I implement them: parrying with the rapier, summoning a wall of spears that come out of the ground (I'm thinking there's options for shaping the spear wall as a circle so you can trap enemies inside, and not just as a line), impaling enemies to keep them immobile, etc.
But he's not gonna have a shield because it just doesn't fit his style.
Those are some gorgeous models and beautiful animations. You really capture that dark fantasy feeling.
The combat flows well, though I kinda want hits to feel a bit meatier. Then again, the enemies ARE spooky ghosts, so I dunno. Also, I wonder if you could add another indication that you've run out of stamina. I may just be a turbopleb right now, but looking away from the skirmish to look at the health bars kinda breaks the immersion.
Thanks! I was thinking about the stamina too, and I was actually wondering if it's better to move the player's health and stamina bars to the bottom of the screen (below where the player is), it's in my todo list, so I'll be experimenting on that. I was also thinking of making the stamina bar glow when you're almost empty, and have the glow brighter the more you get closer to empty.
About the meatiness, I'm hoping that once I add sounds, that would help, although I will not be worrying about sounds for now, while I implement other things.