Thank You! I'm really happy that you liked it so much!
VampireDev
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Finally made the devlog post! You can check it here: https://vampiredev.itch.io/vampires-bit-demo/devlog/319667/some-story
Make's me happy you liked the artwork, specially since I always aimed to make my main character be as cute as Myra is.
I hadn't worked in the game for a while due to lack of time, but now I'll do my best to work on it as much as possible.
I'm glad you remembered it!
About your notes:
● Controls seems to feel that way for a lot of people. Doing a big rework on them is a priority.
● Escape menu is something I hadn't thought about before, but it's already in the works!
● That's definitely a bug I have to fix.
Thanks a lot for your feedback!
Everything should work properly even if you choose to not install DirectPlay (I don't want to do it either, to be honest), since the game never really uses it. The prompt is probably there because I started the project on a really old version of the engine, but moving to a more up to date version (which would get rid of that prompt) is something I'm already working on anyway.
Really nice and fun game!
I'm not usually a big fan of turn-based battles, but I enjoyed your demo a lot. Every character feels unique and the way they compliment each other works perfectly. Characters are very likeable and interesting enough to make want to know more about them. Art is charming, sound and music always seem to fit perfectly, and everything seems very polished so far.
A couple of suggestions I could make are that being able to jump to the first skill on the list when pressing down at the last one (and viceversa) would help a lot to speed up the navigation during battles. Also it took me a while to figure out how to close Avi's thoughts and Party Talk's windows, but I can't think of any idea to make it more obvious either.
Only issue I had with the demo is that the game gets stuck during the final battle, after Mizar changes patterns (he won't attack me and I can't attack him either) so I couldn't really finish the missions.
Hope to see more of this project soon, because I really liked it!
I'm glad you liked the spritework!
If you mean villagers being visible while inside the house, that seems to be a bug I'll have to check.
Having a warning before villagers get out of the house is a really interesting idea, that would give a nice advantage to more strategic playing. I will play with it to see what's the best way to implement it.
Again I'm really happy that you enjoyed the game, and thanks for your feedback!
Makes me really happy you enoyed it and that you liked the art!
Hopefully soon! I don't really have any specific release date in mind because there is still a couple of very time consuming task in my to do list for it, but I feel is not too far away from now. I'd probably release another demo (mostly to address any issues and received feedback on this one) and then I would be ready to start adding the extra content a full release would need.
Regarding your criticisms:
● Turning corners totally needs to be more forgiving. I will work on that without any doubt.
● New music is exactly what I didn't finish in time, but is already in the making for future updates.
● A small sound effect is a great idea for the menus, it will be added.
● Instantly closing the game with ESC is something I have been keeping for my own convenience while testing, but doing something fancy with it like holding the key, or having an actual menu/confirmation message is something I should work on too.
Again, I'm glad you enoyed this demo! Thanks a lot for playing and leaving your feedback! Kansha!
Had a lot of fun playing it! I can't wait for new updates on it. A couple of things that came to my mind while playing:
- Pressing spacebar to delete the entire line (since is closer to the letters than DEL, and could check again the line to bypass the bug PHI and I found)
- Having a visual cue for mistakes, like the text on top of the skeleton turning red. (toggeable probably)
- Being able to reset from the clipboard text mode without having to exit the game.
Again, love this and hope to see more of it soon!
Really fun and addictive game. Loved its mechanics and graphics.
I agree with Mayo and DeepBlueMax: Having a short and skippable cutscene or a visual cue, like a small crosshair, would be really helpful (at least at the start of the game, you could get rid of it after the player reaches certain score) since it took me a while to to figure out what I was exactly doing to aim at the enemies correctly. Hope you keep working on this! It has lots of potential!
Sorry for the late reply.
Yeah you nailed Castlevania's feel very closely, that's always good in my book.
I'm now very curious about the movement gimming and how stuff will work around it, sounds really interesting.
Have you tried using "stolen" sprites and animations as placeholders until you get the real assets? It could help you a lot with the stuff that's difficult to code without a visual reference.
Anyway, the project sounds really promising so I think you will find an artist eventually.
A few observations:
- Camera shouldn't move up when the player jumps unless they are too close to the top of the screen.
- Player hitbox could be a little smaller, as you can "stand" on your tail at the edge of platforms with your feet on the air.
- I'm assuming the graphics are placeholders, but colors are a little bright and clash to much.
- In Castlevania the player stops walking when you attack adding a little bit of difficulty since you have to plan your movements better and choose if you are going to attack or move (Again, I'm assuming you are aiming for something similar to those games)
You have a really solid base to make a very good game. I'm already interested on what this will become. Do you have any specific goal or idea in mind? I would love to know. Good job!
Believe me, this game deserves that and much more. Lots of respect to everyone working on it!
Yeah, I suspected you weren't using Z to continue because of that. Don't worry about it, it was a mostly a personal pet peeve, and I planned to play it with a controller later anyway.
Black bars will be a great addition, I found myself fighting against those scaling issues for my game too, and in the end solved it by letting the player choose even resolutions and then stretching that with antialiasing for the full screen mode (so on a 768 monitor the game will actually run at 720p, getting a little stretched) of course some minor blur will be involved, but I find it barely noticeable.
Really nice effect there on the guitar, it totally has some synthy and retro sound that fits perfectly with the game while still sounding like the real thing.
The floating issue I mentioned is probably that Sonic throw then.
And don't worry I think Demo Day is meant to be Debug Day to some degree too. When you have been working on something too much you tend to oversee things but others won't, that's why others feedback is so helpful.
I'm not sure if tumblr has an actual character limit, but I have written pretty long entries there. You can also keep a devlog for each game here on itch, but for a more general, or talking about various projects tumblr is probably a better option.
Again, great job, and I'm glad I can be helpful!
I learned the game from people at school, the rules we used were:
- Each player only can make one short line (the lenght of a square's side) per turn.
- If your line closes one square you mark it as yours.
- If closing that square gives you the chance to make another one by adding only one line you can close it and mark it too.
Made a small gif in case my explanation wasn't clear:
Not too much to say about this one, this game is just amazing and is aiming to become one of my favorites spaceship shooters.
My only observations about it are:
- Pressing esc to continue feels weird, probably makes sense when using a controller (pause button I assume) but for a keyboard layout I would use Z or X like the rest of the menus do.
- Full screen mode (on a 1366x768 screen) isn't pixel perfect, is a shame because the beautiful art gets distorted (specially noticeable on the dithering)
Again, I have no words to say how much I love this game. Great job!
As khryse said, beside the nice looking graphics you need to find a hook for this game. I think focusing it on exploration and stealth could be a great approach.
I like how you introduce and tell the story, in a way that doesn't pause the game but isn't distracting from it either.
I'm not a big fan of the combat system at the moment, it felt like clicking randomly on enemies to me.
I'm interested on seeing how this grows and improves. Good job!
BONUS: a gif of me watching AI poncho stuck in a tree.
Impressive as always. Stone Boss fight is really fun and challenging. Love how smooth the player's animations are but sometimes stuff like turning around, jumping and crouching can feel a little "laggy" because of it, increasing the speed of those animations a little could fix it, unless it's inteded to be that way.
Had the same issues others had with the small spikes coming out of the ground, but the fight still felt fair to me.
Great art on the difficulty settings too. I'm afraid I'll miss all the funny placeholders once you replace them.
I totally forgot this wasn't real M.U.G.E.N. while playing. I'll never stop being impressed by people doing stuff like this for consoles. Only issue I found was characters getting stuck at the stage's left corner for a brief moment, mostly while jumping, but nothing game breaking they just feel floaty for a couple of seconds.
Is a shame web version freezes so much, because in my opinion a "Browser M.U.G.E.N." is also mind blowing.
I'm not sure if you have a devlog, but if you don't you should make one, I would like to know more about the limitations you have to work while doing this in a less technical way than the one explained on the forums you have linked on the game's page. Good Job!
Great additions on this one, I think I said it before but I love the new sword swinging animation, it really makes the sword feel heavy. The item and skill system is really nice, but having everything look like swords is a little bit confusing. I assume those are placeholders, though.
I think blood should be a little darker, it looks to pink to me and blends too much with the reddish backgrounds, like the one at the tutorial.
I really like how much this grows on each Demo Day. Good job!
Really nice looking and feeling game. Jump feels a little odd, but you get used to it after a while
Is the sword made of magic? If its not it would be nice to add it to the character's sprites when she is not using it.
You also need a transition animation between the standing and running ones, because the change is too sudden, specially noticeable when you hit a wall and she keeps runing a little before going to standing straight. I don't think having "the sign reads" on every sign on the tutorial is necessary, as it slows you down when reading them. Hope to see more progress on this game, looking really interesting so far. Good job!
Simple, and fun, with very polished graphics like all your works and amazing work by the composers.
Arkbrik nailed pretty much all the feedback you need. I would also add some sort of arrow or other indicator that shows you where the stone will land when you are about to throw it (think about the white dots on Angry Birds) would be really helpful too. And a small animation showing a close up of Little Red Hiding Hood trowing the stone the first time you do it would look great.