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(+1)

Hey bro, I just finished the demo, here's my feedback

  • This is quite an ambitious game, depending on your goals adding more content can become quite a challenge. Especially since you are using Dark Souls as a reference, those games are very rich in content and made by huge teams. Not trying to discourage you, but this looks like it will take several years to finish (if this is a hobby project, then disregard this point).
  • It took me quite a while to understand the Stamina/Health UI, I thought the spiral symbol was only for the stamina, then after a few minutes I noticed it was two separate bars - the colors were a little too similar. I would prefer to just have a normal readable bar, both in very different colors Red for HP and Green for Stamina, etc. But it has to be very differentiable between each other.
  •  The attack combo didn't work unless I spammed the attack button constantly, I tried experimenting with timings say for example attack1, it finishes the animation, then I press the button to perform attack2, but it didn't work at all. Only spamming the attack made the combo work.
  • It was impossible to fight against two enemies at the same time, they constantly stun lock you, no chance for me at least. I had to do the classic DA cheese strategy for luring one enemy at a time.
  • Some enemies were aggroed behind walls, just walking close to them even if they are in other rooms without a line of sight to the player activates their attack state.
  • The character models looked really good, so did the environments, good work on that. The Dark Souls PS1 feel looks great.
  • In general I liked it, but like I mentioned in my first point, to make it work as a proper commercial game it needs A LOT of content and polish. I wonder if you are planning to do something different? Like focusing more on a PVP angle and not on a single player campaign?

All that said, it's a great work ChthonicBro.

(+1)

hey, thanks for playing!

- I am aware that the scope is ambitious and there's a million corners that I've cut. My goal is to provide a sort of super condensed mini-dark souls experience. Which means a much smaller game world to keep the smaller amount of content fairly dense and a shorter runtime. 

- The colors are not too similar in my opinion but don't worry, they aren't final at all. the final colors will probably be a more cyan/teal tint for the health and an orange-ish yellow for the stamina.

- The attack combo expects you to press the attack button again after the swing starts (so when the hitbox of the attack is active) and before you're back to idle. I will be widening it significantly though since i've seen a lot of feedback on this.

- There are many ways to deal with the two enemies at the same time, and aggroing a single one is perfectly valid too. you can play footsies with them to lure them into a swing and then hit them yourself for example, or use your greatsword to hit both of them at the same time (i didn't really make it clear that you can use a different weapon to be fair). But anyway, i'll be adjusting how fighting groups works so it feels less prone to getting stunlocked.

- Those enemies aren't aggroing you behind walls, they're hearing your footsteps and inspecting what they heard, and then only aggroing (pulling out their sword) once they actually see you. But i'm gonna change it so they don't actually inspect sounds in different rooms from where they are.

- I plan on making this a very tight singleplayer experience. no multiplayer at all for now. Rigging and animating enemy types will definitely be the largest timesink but i have a few ideas on how i can cut down on that without sacrificing too much quality or variety. And again, the shorter runtime will mean lower enemy variety should feel fine.