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-Using controla.

-Would be nice if the 'pause' menu remembered the last thing highlighted, rather than reset to Inventory each time. Or idk, maybe the position is better for muscle memory you think? Also, putting end demo next to the controls review is downright devilish.

-I can't do a normal attack then hold to do a strong attack next. That's okay I guess, but I was hoping to have the choice of attack chaining. If the main problem is the animation(sword on wrong side of body), then it could be done on the third strike instead?

-Dodging automatically unsheathes your weapon, intentional? Big deal either way, it's faster to attack from sheathed if you dodge, since the unsheathe animation is so long.

-Camera stairsteps with the stairsteps... ouch my eyes. If you don't plan on foot ik, then a ramp will do much better for you. I mean idk I've seen some stairstepping algorithms and they don't do that so ehhh.

-An enemy and I hit each other at the same time, not sure if you want to allow that or not. Was funny though. 

-These guys in the house seem to dodge strong attacks, but with the second guy I attacked him in the chokepoint of the door way, his AI seemed to bugger out and he just stood there as I was strong attacking him. Though he got out afterwards. And yes I did the darksouls bait and fought them 1 on 1 outside. If you wanted a duo fight, consider locking the door or using a trigger to aggro both at once.

-The inner window of the house  having a fake godray is very RTX ON of you. However, you forgot to do it for the other window too. Or is that the RTX OFF window?

-Nice that I can shut the door. Can't remember that last souls like that let me do that.

-Managed to sneak on an enemy by the window, I nearly forgot about it.

-There's z fighting under the pickaxe in one of those bedrooms with no doors, from the courtyard room.


-Also in this room was a dodgy enemy. I may be going crazy, but it looked like he was straight up dodging through my attacks, despite what was said earlier about dodging. Maybe the hitbox doesn't align or some such.

-Did a real duo fight in the library. It was janky, and I mostly whittled down the floor guy before the staircase guy followed.

-Beat the knight and all I got was this chapel to some eldritch being. Big whoop.

-Falling off a short ledge like the one on the alter is too sudden, I half teleport to the ground. Not a big deal on a higher one like the library.

-Visuals are nice, I quite like the UI too. Though the seams on the pillar textures are quite obvious, and on top of that its texture is mirrored across the seam, so it's even more obvious and I can't unsee it... Not sure if the metal crosses on the outside windows means this was a converted building, or if it was just a random texture thing and you meant nothing by it(place was built for the god it currently worships).

-Controls felt fine, with the occasional miss press, though I also ignored half of them since they do nothing. Combat is quite one note, enemies basically never fall for the strong attack, so I either parry or push then stab. Though, I also had infinite heals so I wasn't trying very hard.

Fun little prototype, but I'd hope a lot more of the planned features are there next time. Keep up the good work.

(+1)

Hiii!

- thanks for using controller, i hope the controls themselves were agreeable, and if not in the future there will be full rebinding.

- yeah sorry about the order of the menu options it's just thrown there semirandomly for the demo. I will implement a memory feature for that one though, so it opens up in the last one you selected, thanks for the idea.

- I've given it some thought and i'm going to yet again expand how attacking works, you will be able to hold attack from any position but doing so after your first swing (so when your sword is to your left) will lead into a unique double swing animation rather than a single big strike. Doing either of the charged attacks will end your combo though and reset you back to idle. I think it'll feel much better.

- Yeah dodging unsheathing your weapon is by design like that, it's like a tiny trick that i put in to skip the unsheathing if you're in a hurry.

- Yes, stairs steps have been fixed on my modular assets for a long time but this demo level is built out of outdated parts and has shitty step colliders instead of a smooth ramp, sorry.

- Yeah you and the enemy hitting each other is not something i'm gonna prevent, most games let it happen and it's fine.

- It's fine if you figure out how to aggro a single enemy at a time, i will have a few instances of group aggro triggers in the final game but i mostly prefer not resorting to that.

- That fake godray window was for testing and it was going to be much more prevalent in the level that i didnt finish in time lol.

- Most doors in fromsoft games can be closed again, at least the normal sized ones, but yeah a lot of them will be like that in my game too.

- glad you used stealth succesfully.

- yeah again z fighting and jank stuff is because it's an old test environment

- the enemy may have been dodging through your attacks if your sword was skipping through his body between frames, it's a classic collision problem and i'll fix it soon.

thanks for playing and leaving feedback!