I'm using an arcade stick, the same one I use to play Tekken (it works perfectly in Tekken). I also use my arcade stick to play DMC5 and it works fine there too. Wish I could be of more help honestly but it was really hard to replicate and seemed random, although I have a feeling it has to due with the game stuttering briefly when enemies load in, and the "key/button up" input gets eaten, so it thinks the player is still holding in that direction. This tends to happen in lots of games that kinda just load stuff willy nilly in the middle of gameplay. Let me know if I can help you out!
Poast
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Well this may just be personal preference but I think the player should be able to jump cancel their grounded attacks. Additionally, I don't like the stamina system. I understand its purpose but I think it is obtrusive due to how slowly the player moves in combat. I also really don't like how I have to hit enemies in order to be able to chains longer than 2 hits. I also was having major issues with the game not detecting my dpad inputs properly, often leading to me getting hit or being confused.
That being said, I actually don't think that clunkyness is the issue here, I think that the sound effects and music are really lackluster, and putting time into giving it a more distinct artstyle would go a long way, since the gameplay is inherently repetitive, which, I would like to make clear is NOT a bad thing, just that it needs some more spice.
I'd recommend that you go watch DMC5 Vergil gameplay if you haven't already, even better, play Vergil in DMC5 yourself!
Well, I like the corporate megastructure aesthetic you have going on, and this manga called "BLAME!" has some of the coolest megastructure and cyber-bodyhorror I've ever seen so... here: https://www.google.com/search?q=BLAME!+manga+megastructures&tbm=isch&ved=2ahUKEw...
An interesting gameboy styled turn-based roguelite concept.
The stylized UI is really neat and nostalgic, and the spritework is serviceable, although it's hard to tell what some of the enemies are supposed to be. I also would like if it had some VFX to go with the spells, for instance, having Ruby spells spew flames or Sapphire spells shock enemy shields with electricity. What would be even cooler is if you could combine gems "Magicka" style to create new spells.
The music is uh... honestly a bit grating, and the SFX aren't particularly good, but I believe that's part of the style and charm of the game, so I'm willing to give it a passing grade.
Some sort of an in-game tutorial would be nice, but the description of the game does its job fine. The locations are not labeled right, however. Going right takes you to the Temple even though it says Sanctuary, and vice versa.
The best part of this game is it's uniqueness. I can safely say that I haven't played a game very similar to this one, and I think it has a lot of potential to be a good game with lots of replay value, but it still has a ways to go in terms of balance and challenge.Nice work. I hope future versions further refine this uncut gem of a game.
I wish there was more of uh... a game. I wasn't particularly gripped by holding W for several minutes and being rewarded with a single line of dialogue like "Wow what a great view!" or "It's too dark in this cave. I'm not gonna go in there.". The atmosphere is nice and the music fits, but other than that... I wish I could jump, or ride the probe car, or have some cool things in the distance that I wanted to go to, or really do anything that isn't just walking forward aimlessly.
Not bad! The thing that stood out the most to me was the fire mechanics and how objects and enemies can set each other on fire. The difficulty is good too. I wish Kalia moved a little faster out of combat because the block puzzles were a bit tedious, and the only reward for exploration was mana and health potions. I also wish that her melee attack wasnt locked to 4 directions and that she had more abilities that play off the "ignite one thing then play around it" gameplay. I also would have appreciated knowing how much damage I was doing, whether that be a health bar for enemies or popup damage numbers. Good job.
I like the artstyle, but didn't have much fun, especially due to lack of SFX. It's a funny concept that has potential to be a unique and interesting game. I think that using environmental hazards as a primary means of killing enemies is more interesting than firing a black hole at them and holding space.