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Been Loving Atlyss :3

A topic by SkyanUltra created May 21, 2024 Views: 991 Replies: 3
Viewing posts 1 to 3

I've been playing the game for a couple of days now and it's really fun! I've done a couple of runs through the demo that's currently available and played them through as a Fighter and a Mystic, and they're both really fun! In particular I'm a big fan of heavy melee and the magic bell, they're both really fun items that hit hard and feel really powerful and fun to use.

I will say the balance of the game is a bit wack class wise. I'll go into gripes with the classes and weapons I did end up touching on:

MELEE (Heavy)

I never really used the light weapons since I always really like big heavy weapons like hammers and greatswords, so I'll pretty much only be touching on heavy weapons and the melee skills here.

  • Melee is really punishing compared to most other classes, especially heavy because of how close you have to get to enemies and how many tend to be close-range fighters rather than long-range. Not to mention the slow speed of heavy, even if you can hit some one shots on enemies it doesn't matter since other weapon types like magic can just do the same damage with no risk.
  • As much as I love heavy melee for the air attack, the grounded hammer swing feels kind of janky to use just because you get locked into swinging and can't really move much, which is really bad for the class since you get locked into being hit if you happen to accidentally use it at a bad time or misinput.
  • The movement speed buff would be so much better for melee IF it was significant enough to give you a proper boost to your speed... As is right now, it feels like a waste of skill points. Not only does it reset your acceleration, but it also just doesn't give a significant enough buff as is. I feel like boosting the player's acceleration a massive amount while it's active and making the skill scale more would help the skill become a lot more practical.

MAGIC (Light & Heavy)

I had a lot of fun with the game initially when I played it before, so I wanted to do another run to see how much faster I could beat it using another weapon type I experimented with early before I settled on a heavy weapon focused Fighter build.

  • Magic definitely feels way too busted compared to melee since you get basically the same damage output and don't put yourself at a huge risk since you can distance yourself from enemies. Rushing magic bell is just too good to pass up, it's a multi-hit that can output upwards of 30-40 damage on an enemy even without being spec'd into Mind. It might be  worth considering to give these weapons some sort of MP usage? I would rather they not get nerfed too hard though. Staffs could definitely use a nerf, but it's worth nothing that they feel really good to use for that reason and I feel like more things in the game could use buffs rather than nerfs.
  • I wasn't able to find any other magic bell type weapons in the game which sucks, because it's probably my favorite weapon type in the game, if not for the fact the only one I've found is the one available in the shop, so I hope more are planned soon. Maybe a higher level version of the Mini Geist could drop a magic bell weapon that could look like a couple of big cat bells hanging off the end of a staff? 
  • I never really felt the need to use many skills when it came to mage since their damage output really just doesn't need anything extra, except maybe the AOE from Cross since it deals about as much as a charge shot typically does without taking time to set up, along with having great knock-back.

That's all!! Aside from these things I think this demo is looking really promising. I hope in the future there will be some more character customization options too, it's really fun to play with! :3

I've been getting into the game and, as someone who's gone in both light and heavy melee builds, I don't think melee is that difficult to deal with.

I find melee to be a type where you have to be in constant movement weaving around your enemy's attacks. If that fails, then blocking attacks is always an option. You can also perform a Parry by blocking soon before the enemy's attack reaches you, which can force a stop onto the enemy, allowing you to get a few hits in. Especially useful against the Mekboars.

In case of groups, weave around them, dash inside, use a skill and hold that Block button to keep yourself safe from retaliation. If before the class change, weave around them and try to hit them while staying on the edge of the group or use jump attacks often to keep yourself in movement.

Also keep in mind that Blocking is practically also a cancel, you can use at any time when doing something else. If you think you've got a bad timing on an attack and you're about to get slapped hard for it, use Block to save yourself the damage at the cost of some stamina.

If blocking seems like a bad idea altogether, dashing right before an attack reaches you will force a miss. The timing to do that is much tighter than Parry though, I usually try to avoid that.

Long story short, I don't think that melee is much harder than magic, but it definitely does need practice and some knowledge about the various defense mechanics. And in the case of heavy weapons, I recommend using jump attacks to initiate fights, especially after class change because knockback, then using that distance to prepare another one. Parrying is also a good idea as it will give you time to respond with a heavy weapon.

I hope that helps.

I knew a lot of this stuff already (aside from blocking while using a skill, that's actually super handy to know.) but even as is the difficulty curve seems a LOT more extreme than what a Magic user goes through. And this is all stuff that Melee users have to do to play well, while Magic users can literally just run from the opponent and get basically the same amount of damage in, skills or not. It's far more passive but gets rewarded just as much for that kind of gameplay, which is admittedly lame. Bells I think are MOSTLY okay, they're very strong but they should be strong options, if very predictable and low ranged, but Staffs are just so good there's no reason you shouldn't use them.

I don't mind Melee being the way it is, because I did have fun with it. I do think the grounded heavy attack is a bit too slow and you basically have no reason to use it outside of just sweeping a large group of weak enemies you can one shot, meaning you basically just end up spamming air attacks. But even with all the block tech, I do think some aspects of the class need to be buffed up a bit, and Magic users REALLY needs some changes to make their gameplay more dynamic and less passive IMO.

For unrelated changes that could inadvertently "nerf" the class, adding some more long-ranged enemies that focus on attacking people far away from them could help, as there's only a couple ranged enemies right now and they were the only enemies that ever gave me real trouble when I was playing mage. But the skills could use a bit of a more critical look to see if they're really worth having or not. Half of them are pretty much just things Mages can do as is, and don't really provide anything special to the table compared to most other spells. And some of those are just too situational to have a real place in their arsenal, being too weak and admittedly useless in most cases compared to a simple charge shot or just spam clicking.

I'm turning around on my idea of having staffs use mana, because it is a pretty lame change when you consider it would make all their skills basically useless. How will you spend mana on your primary form of offense when you're wasting it on skills? Instead I think the staffs should be more chip damage than anything else. Charge attacks are fun to use, and considering how Melee has an alternate form of attack, I feel as though maybe Mage should have the charge shots be moved down as a skill everyone can use, not just Mystics. Make them deal a decent chunk of damage, maybe without the pierce, and it'd give Magic users a little more to chew on even with the complete rework. Perhaps instead, focusing into Mystic could give them a weak piercing move that fires a very fast projectile that pierces through enemies? I'm not entirely sure. Either way this game has been a lot of fun and I've just beaten it with Mage, so a lot of this is fresh in the mind still. Definitely going to be trying every class, maybe do an arbitrary challenge run for fun. Who knows :3

(+1)

Yeah, I think the main reason melee seems difficult is because it's much easier to avoid close-ranged fights as a magic user, being able to stay at a distance. I think their charged attack are fine enough and I do like the fact that their charge attacks can change between staves. I think their biggest damage comes from Fluxbolt, that one that can hit 3 times with an explosion, as it's surprisingly powerful and can shave off a single opponent's HP very quick. They're also completely able to move and dash around while casting spells, which makes it very easy for them to keep a distance.

I do find a lot more fun in trying to follow the enemy's attacks to parry them, so that's probably why I put up a whole warrior paragraph, hehe. Mage is also pretty fun when it's easy to make enemies explode with the damage Fluxbolt is capable of outputting.

Atlyss is definitely very fun though, looking forward to the future as well!