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(1 edit) (+1)

I played with controller.

The controls feel better but I couldn't really tell how without playing the previous build. less recovery frames/transition time between states?

Enemies feel somewhat op with their perfect parries(give them a whiff %) and dodges, it feels closer to elden rings input reading than I'd like. not as bad, but it does feel like I'm not allowed to take the initiative but instead should wait until they do something I can react to. 

The parry frames are probably quite tight, maybe too much so. I think the GS should have slower swing times and better poise break+damage stats overall, it feels too close to the scimitar. 

When trying to use GS against the strong dude I tried staying out of the range of his sword and graze him with the GS, it didn't work great, but it somehow felt like it should've hit. Maybe DS has chunky hurtboxes for enemies or weapon hitboxes that extend past the weapon? 

I like the souls ui and the item ui but I'm still a HP/Stamina spiral hater and still think it hurts readability.

I've had a similar pathfind issue where an enemy got stuck on the other side of the fence last time, this time I took a screenie. 

Also yes pathfinding has become WORSE since the last demo, I am very aware

Hey! thanks for playing.

- Yeah the game controls much better, the characters have an almost entirely new custom state machine with input buffers and stuff like that, it's quite good now. glad you noticed.

- This isn't really communicated but almost every enemy has custom combat behaviour parameters, some of them never block, some of them block but never parry, the one that probably gave you trouble is internally labeled parryGod lol. You can just shove him, he can't parry those.

- Interesting you mention the greatsword being too fast, i'll consider making it slower, or maybe making the regular sword faster.

- Yeah no the problem currently with hitboxes is not that they're too small but rather that, with the speed of the swing, and the range of the greatsword, the hitbox is passing through enemies sometimes BETWEEN frames so the game doesn't register a collision. I will build a custom solution for it soon but it'll probably be a lot of work hence it not being in this demo already.

- Sorry the spirals are staying lol