Thanks Reaction Zero, I am glad you enjoyed the demo! :D
Alessandro "Ordnas" Capriolo
Recent community posts
Thank you Nicolas! I still have to read it all, but I can see that you deal the subject with great professionality. If I will have some spare time, I would be glad to join your community! :D
Hi katanalevy, thank you for you feedbacks! They are really appreciated!
Most of the inspiration came after playing Bloodborne, the assets will be replaced if I have to release the game, I can iterate more (gameplay, feeling, etc.) using assets taken from the store.
The fog was really a performance hit, I optimized a but the shader, the fog is a less bit pretty but performance gained form 30fps to 1-2fps.
For the sound I admit that I had to put more effort, one of the aspect of many of my demos.
I really liked the Bloodborne trailer and I was too temped to try it as a prototype trailer, I admit that probably I will have to change it or do differently in the next demo trailer.
Thank you Eddie-Gluskin for appreciating the game!
I hope to develop it further beyond the prototype phase, positive feedbacks like yours do a lot in making it true, and for sure it will have different weapons and a better roll mechanic! :D
Thank you so much for the detail review! I really appreciate it!
I must say that I agree with all the negative points, most pf them for a tuning problem which I clearly understimated, as the camera and the movement recovery from the attack animation.
I did not experience it myself, but it is possible there is an issue with the hitbox activation.
The combat states was just a toggle between "combat" and "free movement" mode. I know, it is super ugly (it should be activated only when you targeting an enemy) and I should had replaced that.
Thank you for your feedback! :D
The combat mechanics is intended to be 1 vs 1, space management is important to fight groups of enemies.
I wanted to make the difficulty a bit harder, so no AoE attacks and the attacks are slow. The player needs to learn the enemy attack animation to understand when you can still attack or roll to avoid in incoming attack (your attack animation is 15 frames, while the enemy is 30, so you have still a margin of error).
I think the music could destroy the general feeling (being lonely in a dangerous place) and personally I found annoying to listen the same music over and over again, but that can be a matter of taste.
Play Rotten Parasite on: https://ordnas.itch.io/rotten-parasite
Rotten Parasite is a third-person action game, focused on high level of difficulty combat and exploring an atmospheric environment.
The game takes place in a ruined castel located in Eastern Europe. Over the years, many travelers journey to the castle with the reason to drink what is known as Dimitri's Wine. The place now is plagued with an illness, called Blood Parasite, that transformed most of its citizens into dangerous creatures, with the distinguishing mark of rotten flesh.
The player is The Doctor, who specializes in finding and destroying parasites, which travels to the ruined castle to combat the creatures and exterminate the source of the illness.
Thank you for your feedbacks! I focused too much on the atmosphere, the gameplay was left behind and a lot of problems where left unresolved. I will definitely fix these issues on the next prototype! :)
Thank you for the kind words! I enjoyed watching you playing, I was a bit surprised to discover the positive feedbacks on the atmosphere, because on this prototype I focused on the level design and composition of the scene more than on the other past projects.
Thank you for trying the prototype! I had a lot of issues trying to fix (unsuccessfully) the combat system, so I decided to focus only on the atmosphere instead. I hope to fix these issues on my next prototype :)