I watched the video a bit more and I should have given the player a proper weapon from the start because hitting an enemy like 5 times to kill them isnt very fun (there was a rapier in the chapel courtyard that you didnt pick up btw). I made the weapons slightly faster but its probably still too slow. The enemies also kick way too often and it makes getting too close to them a chore. So I do agree with these points. The combat system is weird but I'm obviously not trying to copy dark souls its more a mix of mordhau and weird late 90's early 2000's arpgs like severance blade of darkness.
Corus
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There are lots of enemies to compensate for missing mechanics and puzzles I wanna add else it would be boring as fuck. Demo is in a fairly ugly state rn. I also made AI take turns to attack now so its less ganky. The inventory is something I designed fairly quickly I will probably have to redesign it soon.
Thank you for appreciating the amount of research I put into this, I wanted to make something more unique than a generic medieval fantasy setting, since dungeon crawlers have been done to death.
Much of the groundwork has been done so I'm likely not too far off from implementing a save system.
Corvinist is basically the Lutheranism inspired schism. All the schisms will be revealed to be much weirder and more esoteric than their real life counterpart.
I never played this so I'll share my thoughts.
Incredibly soulful game. Fairly basic pixel art but it makes up for it with pure charm. (Those goblins look cute as hell and make me feel so bad for killing them lmao)
Seems very straight to the point without much exposition which I won't really complain about. Just had to assign my stats and I was ready to go. However I thought I was stuck because there wasnt really any indication I could quit this menu when I was done.
WEIRD control scheme. Probably not that odd for this style of game but why is jump C? Why is level up space? I was also expecting to be able to interact with things by clicking on them since there is a cursor. I'm not sure what the cursor is for then.
I got the key from the old man but I dont really see it in the inventory and I cant open the door. I didnt find a way out in the tunnels so I think Ill stop playing here.
1 yeah should have tested it
2 i wanted to implement a better door script, but i delayed doing that
3 i think i may have forgotten read/write on some items. I thought I removed all broken items.
4 i didnt add the overhead attack yet, i wanted to come up with different ones than the same boring overhead
5 yeah i probably need to come up with a better sfx system. Rn its battle sounds, foxes, and wind
6 i will not implement directiononal blocking because some enemies wont be humanoid at all so they dont exactly attack in a clear direction, plus i think its a bit too much for the player
7 fair, I'm not sure if things being breakable the way they are is a good idea
8 ditto
9 now weapons only hit the geometry if in a cone in front of the character, because the constant recoils were very annoying
10 not sure what caused the purple pixels specifically, sounds like a missing material but usually the whole mesh is purple.
11 did not implement navmeshes yet because i wasnt sure what to use exactly
12 i may reduce the threshold to switch attack direction or add a toggle to change the attack direction based on the movement keys
Ty, and i think i answered everything
1 did not implement max distance for containers, should be an easy fix
2 known bug, I will i fix it
3 perhaps. Need to consider this
4 i was testing breakable stuff, but since generating breakable meshes cam be annoying i need to consider if the mechanic is worth it at all
5 no. Enemies are currently deaf and attacks do not aggro them when attacked. They also sometimes do not aggro when they can clearly see you so that is a bug
6 i may speed it up slightly but yeah i never set out to make a fast paced game
7 ty tho i feel like im mostly making this for fun. Im making my ideal rpg but im not making many compromises so it all takes a long time
Ty I can see why insane people like me that actually liked exanima would enjoy this. I don't have armor layers but you can see that armor are procedural so its essentially the same thing, its just easier to handle mesh and inventory wise. The tutorial is very unfinished and I added a transition to the test level so people have more stuff to play with.
I really like the art. I am not a huge fan of "PSX artstyles" that are completely unintelligible. This feels like a great balance of easy to read, soulful and original. The movement feels smooth and consistent. The camera is sometimes a bit wonky and can clip through certain objects but overall its fine. I was honestly a bit put off by the description because I was imagining a fnaf/mascot horror emphasis on timers, it might be a bit hard to balance how much food you get to feed the homunculus depending on how big your levels will be. Overall I'd love to see more lore and enemy variety there is definitely the basis for something great here. Also imo the laser dot should fade after a certain distance or something because the range is TINY
you can in fact cancel the attacks in the windup phase with right click (block/parry button). i should have put a hint for that but the tutorial level is unfinished. the character creation is a very early mockup. it doesnt even do anything. yeah the audio is a bit fucked. the music is A Dragon's Lullaby by Scott Buckley, who i forgot to credit. I plan a LOT of clutter, but as you can see the items are currently extremely broken, and armor doesnt even do anything. the UI is very unfinished as i said unfortunately
I really like the artstyle and the effort to actually recreate an early ps2 artstyle with all its quirks (something i was never thrilled to do so I just do whatever saves me time). Looks very consistent from start to finish from what I've seen. The combat right now is very floaty but I assume you are aware. There are no particles to speak of and enemies barely react. Enemies seem very repetitive, not sure if this will change, because giving every single enemy type an unique moveset is something I want to avoid and why I decided to stay away from the rollslop formula very early on. There is also no way to counter enemies parrying you but maybe I'm just bad at the game. It's more of a game than mine so far anyway so good job keep it up man
The stylized aesthetic helps with highlighting clues, but like many similar games I still often have the issue of walking around like a headless chicken trying to find things that I've missed. Also I wish I could freely explore other area instead of having to clear a stage entirely before I can progress but I understand it would have been too complicated to design a non linear exploration.

