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A jam submission

Forbidden Arms: BloodlustView game page

Submitted by viperv (@vipervgames) — 2 days, 13 hours before the deadline
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Forbidden Arms: Bloodlust's itch.io page

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Comments

(+1)

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Developer(+1)

Hey man, thanks a bunch for this! I learned a lot from the impressions! 

As for being my initial submission for demo day, i am not surprised how some players are not grasping the mechanics that well and will be addressed next demo-day. 

And don't worry, my demo day submissions won't have spicy stuff. that one has a different game page.

As for the impressions, I'm aware with most of the things you said and surprisingly heard a lot of stuff that's new that has some solid reasoning, that I myself never imagined. You also gave a ton of suggestions that some I don't agree on, but most is 100% spot on gonna implement.

Again, thanks for this as it gave me better ideas to present the game to total beginners.

Nice, I'm glad it was helpful!

Submitted(+1)

those r some fucking good n sexy animations u got there, real nice

only complaint it was the character can feel a bit sluggish at time and also that its hard to know whats killing ya

Developer

thanks a bunch! will do a lot more tweaks next demo. as for not knowing what's hitting you, that's part of the chaos that you must get used to. so hit back harder!

Submitted(+1)

wow this was really awesome, the quality of animation and effects are super high! The combat is really fun too, it seemed like whatever i pressed or tried something satisfying was happening (i love the ass attack when you dash lol).

My issues were that for games like this i like everything to be responsive which means interuptable. It was odd having attacked and then not being able to turn around until the animation finished. 

Visual clarity is another thing that needs work, its hard to see enemies attack and damages, but thats a tough one since you want to keep the chaos. 

other than its hard to feedback because the game part of it isnt there, its a fun arena right now but would like to see what you do with the rest.

Developer

thanks a bunch! will definitely tweak the snap-responsiveness for the next demo. as for getting attacked with a long animation or ANY long settle animation, you should do the mirage step to counter and avoid getting stun-locked.

(+1)

Running into the same crash as the person below, no extra information to share. Windows version works fine in Wine.

I noticed the different version numbers, so if this is something you've already fixed but haven't built for Linux yet then feel free to ignore.

The game looks excellent and the player character controls fine, but there was no challenge at all, I could just walk around and mash buttons to win the game without thinking much, so it's hard to say much about the actual combat yet, except that it looks really flashy.

Also, please add key rebinding. I'm not a fan of controllers, but I also don't like to use WASD in games that don't use the mouse.

Developer

Thanks! How many enemies did you try fighting? Do try it again when the shuriken and backstab ninjas are in, but right now if you're winning with just mashing, that's actually a good sign that you're good. As for the key bind, its on the to do's.

i know nothing of macs and linux sadly but the issue seems apparent: https://github.com/godotengine/godot/issues/44226
I only get to export the game knowing its a 1:1 conversion with other OSes but I guess I'm very wrong, so yeah this is a Godot thing that I can't do anything about :(

(+1)

Art and animation is very good. Attacks feel like they have impact to them. There were times when it felt like a lost health without knowing why. Either enemy attacks weren't always clear enough, or maybe try making it clearer when your losing health due to lack of bloodlust.

Had a reoccuring crash. (playing on Linux)

Ran the game through the terminal to see if any error showed up. Got,

>Segmentation fault (core dumped)

Always kicks in fairly quickly after i start playing the actual game. I know seg faults can be a pain to track down the cause of so tried to figure out whats triggering it.

When I dash around and dont kill enemies, no issue.

Start killing enemies and the seg fault kicks in pretty quick. I can kill enemies though without triggering it, so 

Tried setting "total enemy count" to be equal to "max enemies active", didnt help.

When it tirggers seems inconsistent. Sometimes I can get 11 kills, sometimes only 5. It doesnt trigger right as I get a kill mind you, so im only guessing that its based of that the seg fault doesnt seem to show up if I just dash back and fourth not killing enemies.

Also noticed that if I start game only to menu and exit, no issue. If I start combat, exit to menu, exit game. I get

WARNING: cleanup: ObjectDB instances leaked at exit (run with --verbose for details).

   At: core/object.cpp:2135.

ERROR: clear: Resources still in use at exit (run with --verbose for details).

   At: core/resource.cpp:477.

Hope some of that helps! Will switch to my windows partition sometime this or next weekend for other demos, can see if this issue persists.


Thanks for the demo, and good luck with you game!

Developer


Art and animation is very good. Attacks feel like they have impact to them. There were times when it felt like a lost health without knowing why. Either enemy attacks weren't always clear enough, or maybe try making it clearer when your losing health due to lack of bloodlust.

Thanks! and I'm glad you dig it!
In the future, there will be an ingame tutorial stage that will teach all these, but atm all the info is in the mechanics page when paused, but yeah, if you use a skill with not enough bloodlust, you'll be penalized through hp.

As for the error, i know nothing of macs and linux sadly but the issue seems apparent: https://github.com/godotengine/godot/issues/44226
I only get to export the game knowing its a 1:1 conversion with other OSes but I guess I'm very wrong, so yeah this is a Godot thing that I can't do anything about :(

Submitted(+1)

Amazing mechanics, UI system is top notch for combos etc. Feels like a professional game, art style is amazing, sound is amazing. Overall is a very solid brawler. A few small comments:

- In controller pad mode, consider adding haptics. I use Godot in my game, this can be done via `start_joy_vibration`. See https://docs.godotengine.org/en/stable/classes/class_input.html#class-input-meth... . Haptics/vibration add reactiveness and feedback in a game, would work out beautifully in this game if done right.

- When I would be in a combo, I couldn't turn around easily. There would be times enemies would be sneaking up behind me, and trying to turn around would fail.

Keep it up!

Developer

thanks man!

>vibration
my controller rumble is busted right now so i had to move that down in the todo list, but yeah once i can test it, i can simply comment it back on in the screen shake settings :D

>rear attack
in the 1.0 version, you can actually pick either a left or right attack easily, but i had to replace it with the 'special' button. I'll be adding that back tho as a 'quick rear attack' on the shoulder buttons.

thanks again!

(+1)

The art and animation is obviously excellent. The feel is excellent too. Very nice work on those fronts.

With the controls, it feels like I'm fighting against my character a bit. When I hold left and attack, my expectation coming in was that I would attack to the left. Changing direction in general seems difficult for me. It feels a bit like fighting game rules. But in fighting games, you have one enemy who is always right in front of you. Here, I have guys all around me. This seems more like a beat-em-up, where you are mostly focused on crowd control. 

It really wasn't clear when an enemy hit me, except that I died. I didn't quite feel like, "Ah that ninja got me". Rather, I just felt "I guess someone hit me with something, somewhere". Might be worthwhile to have enemy attacks more clearly broadcast, and only allow one or two to attack at a time. I think it's possible to have hectic crowd-combat, and also have clarity. 

I want to come back to this one and explore the combat system in more depth, these were just my first impressions. Nice work.

Developer(+1)

The directional swap will be improved next time as I do get feedback about it being unresponsive.

As for the mechanics, i really designed it to be chaotic. later on, there will be hundreds of flying shurikens and backstabs from all angles and you are supposed to get hit, since you have spamable ways to heal, counter and i-just-got-hit counters with immune frames to get back and send your own chaos, since when youre in control, enemies don't have a chance to fight back. 

As for the telegraphed attacks, those will be reserved for the bosses.

Thank you very much for trying the demo and the awesome feedback!

(+1)
you are supposed to get hit

This hurt my soul