this game is sick like it’s not much of a game but it’s really cool the new version also looks cool
Yelsavick
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Love the changes, it does feel a lot more balanced as a sort of level 1. I re-did the whole thing in no time at all, everything was fun and I kind of clowned on the demon a bit just cuz I knew all of his moves and magic missile wasn’t draining my stamina all the way lol.
Although I do think the magic missile right now is a bit too ineffective. I feel like maybe making it a slow moving projectile would be an interesting wrinkle, something that hones in but you can still out-maneuver it?
Either way the only real control issues I had was the blocking thing and finishers not being that reliable to proc (although I’m getting better at it!). Maybe it could be a control toggle as far as how blocking works? I like the idea of being able to block wherever but considering how much time will be spent moving around to not be surrounded, I find it a lot more useful to be able to reliably back away without turning around.
Still, great progress, loving it. Cheers!
I just beat the demo and MAN that final boss was fun. I thought at first, “holy hell he has a billion moves there’s no way I can do this on four hearts”. And I did the Dragon’s Dogma classic of using all my items, everything I got, did a bunch of jump attacks, knew the best spots to land hits (eye lasers was definitely the easiest). Also spotted some nasty stamina traps with the magic missiles, honestly better to save your stamina and take the one damage if you can manage it.
I actually heard the goblin sound effect, at least the squeaking one before, in another game! Shout outs to Exiled Kingdoms. Brought a lil bit of nostalgia.
But, seriously, a mix of Dragon’s Dogma with some very light Zelda elements was really fun. If I could go back to my greatsword days, it’d be over. Really reminded me of the fun of Bitterblack.
Okay, as someone who really likes Legacy of Goku 2 and Buu’s Fury, this actually feels fantastic for a prototype. The game feel is really solid. I think the speed/enemy hitstun is pretty fast in comparison but it works fairly well since the movement feels faster too.
I’d honestly be interested to see if you could add more to this gameplay style, but as it is, it’s pretty good.
These are some pretty good bones! Reminds me spiritually of something like Dragon Valor for the PS1. Your trademark style is brilliant of course and I think that’s a good direction going forward.
As far as the current gameplay goes - I would like to see enemies have a bit more of a threat range to them. Maybe not so rigorous as Final Fight/Streets of Range, but enemies with different kinds of gameplans. Maybe the King Slimes do jumping slams. Maybe there’s some kind of archer enemy or sneaky enemy that tries to get behind ya, etc.
Currently with the spin attack/normal attack I found that normal attack still does a good amount of crowd control. And generally it was hard for enemies to do anything with my wide attacks.
Platforming (and the camera) was a tad bit spotty. I often got caught on edges and sometimes trees would get in the way of the foreground. I like the idea of the look, with the actual 8 degrees of movement, it’s an interesting idea. I wonder if you could highlight characters that go behind objects.
Looking forward to more!
Okay I figured out the treasure thing, that’s really clever lol, I was wondering how to get into that Other bugs that I forgot:
- On reload the save blur effect is applied and is gotten rid of by saving again.
- Controller right stick not moving camera but everything else seems to be working.
- Quitting and reloading while using a CHIP keeps the CHIP. This is just a funny bug.
Awesome! I’m glad to finally play it. Couple of points:
- Semi-Softlock when blowing up the red pillar to destroy the skeleton for the first boost pad. It didn’t trigger, had to reset.
- Permanent-softlock when in the chase scene I jumped and went out of bounds into a sea/skybox? On reset I was back at the seed and couldn’t get out the mech.
- On game close/open I could get out the mech but the same issue happened when I didn’t jump. Don’t know if that’s the end of the demo.
- The medium sized jumping charging enemies do not react when you shoot them at a great enough distance. Don’t know if the small ones are also supposed to not react.
- Game was very easy overall, I never really needed the crates, and the guardian did not react much to my shots. The most I took damage in was the chase scene.
- I would’ve liked an aiming reticle but since you’re supposed to lead your shots I get why that wasn’t really a priority.
- Could you actually get the chest on that exploding floor?
- Had a really fun time otherwise! Really great first showing, lots of cool things.
This game has some staying power, I love the lewd content I tried. I like how much you see with the camera but I had a hard time understand where enemies were, I had a lot of trouble with ranged enemies. When ranged enemies aren’t at play it was very easy to just hunker down and attack the large clump before they fight back.
I didn’t understand how to use the grab, either.
But the gameplay was still fun.