UI is pretty polished and options for the training mode are cool
I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff.
i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre.
>I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff. I'm not sure what could be causing that, I'll try looking into it. The 3rd melee hit should at least always cause the -break- status on the sandbag since it does a ton of break damage along with the launcher special attack's startup frames, more break damage than it has the capacity to hold at least. I have plans for moves that deal with having high heat levels (like an attack that does more damage based on your heat buildup and gets rid of it very effectively) though they're not implemented yet. General idea of heat being a double edged sword of sorts, can't use specials when in overheat but some moves might perform significantly better.
>i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre. Yeah that's true. I haven't gotten around to adjusting that yet and will bump it up on the priority list.
Not much to say since it's just a training room, but it felt fairly nice. The animations/art are charming and "good enough for a shipped game" I'd say. I remember you went through and basically redid everything a long while ago, and it paid off.
I'm kind of surprised there's no hitstop or screenshake though, have you ever experimented with them? A few frames of hitstop+hitstopshake when enemies get hit would probably feel amazing. I just love that shit too much though, you might be one of those devs who don't like it.
Anyway, I made a short recording of the couple minutes I spent in it if you wanted to see:
After what was recorded, I spent another minute or two messing around with duck-cancels and the helmsplitter, I stopped recording because I thought I had found everything
>I'm kind of surprised there's no hitstop or screenshake though, have you ever experimented with them? There's some hitstop, but it's pretty subtle for the most part. Currently want to keep things quick so it's not very noticeable unless you're really looking for it (the plunge attack initial hit frames probably has the most out of all of them right now), though I want to have stronger hitstop on way harder hitting things in the future. Screenshake is planned but I haven't finished re-implementing it yet, though the setting is there in the menu.
I'm glad I finally caught a build of this. So far it's very charming and has solid potential.
- I was a little confused about the bar being full meaning you can't use your specials, I thought I had to attack to keep it from depleting or something - is canceling dashes into each other balanced? like just mashing the button? I guess it might be since you don't get iframes. - attacking is fun, and the hand-drawn animations are impressive (although I will say, for the spinning attack just make [Red] a blurred ball because the jaggies look kinda weird once you notice) - using an xbox one controller on win10, the left stick doesn't work and i have to use the D-pad. not sure if that's intentional and don't really mind, but I would like to use the stick if possible - art in general is solid - weiss is a guy? what the - happy to see Taunt as a future move, I'm considering adding that to vapor trails - nice pins (delplac hero was funny, absolutely no idea what it's a reference to)
that's about it. nice rebind menu, that must have been hell to make by hand.
- I was a little confused about the bar being full meaning you can't use your specials, I thought I had to attack to keep it from depleting or something Hopefully when I add the extra special effect graphics and make the "tutorial stage" it'll make more sense.
>- is canceling dashes into each other balanced? like just mashing the button? I guess it might be since you don't get iframes. You can go from full health to 0 very quickly, and I intend on fights getting really hectic later so being able to cancel and move out of the way easily to counteract this and keep things fast was a high priority.
- using an xbox one controller on win10, the left stick doesn't work and i have to use the D-pad. not sure if that's intentional and don't really mind, but I would like to use the stick if possible I completely forgot to put that back into the input list for movement (Up and Down were in though, strangely enough). Easy fix.
- attacking is fun, and the hand-drawn animations are impressive (although I will say, for the spinning attack just make [Red] a blurred ball because the jaggies look kinda weird once you notice) Yeah I've been iterating on that spin attack several times and still am not satisfied with it. I'll get it eventually.
- weiss is a guy? what the He's a crazy guy.
- happy to see Taunt as a future move, I'm considering adding that to vapor trails I'm going to have a lot of fun with this.
- nice pins (delplac hero was funny, absolutely no idea what it's a reference to) Delplac Hero is an anagram for Placeholder, and his future portrait will also a reference to one of the earliest pieces of fan art I got where the white rectangle was made a bald human with sunglasses, way back in DD9.
Movement feels smooth and satisfying. I wish I could play a mission!
I was doing the move where I did the up slash jump, and it seems to be based on some charge but when I looked at my bars at the top left, I didn't understand which (if any) bar corresponded to that charge.
Yeah sorry about that. The bottom bar when full indicates you can't use your special abilities until it empties. When you hit enemies it recovers significantly faster. Currently I don't have any good visual feedback for when this happens, or a good way to know in game what the system in general is. Thanks for playing.
Comments
UI is pretty polished and options for the training mode are cool
I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff.
i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre.
>I don't know if it is a bug but certain moves make it so the enemy can't be launched anymore some times, the ones ive found are the last hit of your 3 hit combo and the air spin again it is some times, if it is some condition im not picking off and intentional id consider changing it because it feels bad to waste a bunch of heat for no payoff.
I'm not sure what could be causing that, I'll try looking into it. The 3rd melee hit should at least always cause the -break- status on the sandbag since it does a ton of break damage along with the launcher special attack's startup frames, more break damage than it has the capacity to hold at least. I have plans for moves that deal with having high heat levels (like an attack that does more damage based on your heat buildup and gets rid of it very effectively) though they're not implemented yet. General idea of heat being a double edged sword of sorts, can't use specials when in overheat but some moves might perform significantly better.
>i think its cool that the back of your sword deals damage but i feel like it still knocking back towards the direction you are looking at could be problematic depending on how the enemies behave, as an extreme example say that an enemy deals contact damage, you could push it into yourself and hit yourself for fre.
Yeah that's true. I haven't gotten around to adjusting that yet and will bump it up on the priority list.
Thanks for playing.
Not much to say since it's just a training room, but it felt fairly nice. The animations/art are charming and "good enough for a shipped game" I'd say. I remember you went through and basically redid everything a long while ago, and it paid off.
I'm kind of surprised there's no hitstop or screenshake though, have you ever experimented with them? A few frames of hitstop+hitstopshake when enemies get hit would probably feel amazing. I just love that shit too much though, you might be one of those devs who don't like it.
Anyway, I made a short recording of the couple minutes I spent in it if you wanted to see:
After what was recorded, I spent another minute or two messing around with duck-cancels and the helmsplitter, I stopped recording because I thought I had found everything>I'm kind of surprised there's no hitstop or screenshake though, have you ever experimented with them?
There's some hitstop, but it's pretty subtle for the most part. Currently want to keep things quick so it's not very noticeable unless you're really looking for it (the plunge attack initial hit frames probably has the most out of all of them right now), though I want to have stronger hitstop on way harder hitting things in the future. Screenshake is planned but I haven't finished re-implementing it yet, though the setting is there in the menu.
Thanks for playing, and the video.
I'm glad I finally caught a build of this. So far it's very charming and has solid potential.
- I was a little confused about the bar being full meaning you can't use your specials, I thought I had to attack to keep it from depleting or something
- is canceling dashes into each other balanced? like just mashing the button? I guess it might be since you don't get iframes.
- attacking is fun, and the hand-drawn animations are impressive (although I will say, for the spinning attack just make [Red] a blurred ball because the jaggies look kinda weird once you notice)
- using an xbox one controller on win10, the left stick doesn't work and i have to use the D-pad. not sure if that's intentional and don't really mind, but I would like to use the stick if possible
- art in general is solid
- weiss is a guy? what the
- happy to see Taunt as a future move, I'm considering adding that to vapor trails
- nice pins (delplac hero was funny, absolutely no idea what it's a reference to)
that's about it. nice rebind menu, that must have been hell to make by hand.
- I was a little confused about the bar being full meaning you can't use your specials, I thought I had to attack to keep it from depleting or something
Hopefully when I add the extra special effect graphics and make the "tutorial stage" it'll make more sense.
>- is canceling dashes into each other balanced? like just mashing the button? I guess it might be since you don't get iframes.
You can go from full health to 0 very quickly, and I intend on fights getting really hectic later so being able to cancel and move out of the way easily to counteract this and keep things fast was a high priority.
- using an xbox one controller on win10, the left stick doesn't work and i have to use the D-pad. not sure if that's intentional and don't really mind, but I would like to use the stick if possible
I completely forgot to put that back into the input list for movement (Up and Down were in though, strangely enough). Easy fix.
- attacking is fun, and the hand-drawn animations are impressive (although I will say, for the spinning attack just make [Red] a blurred ball because the jaggies look kinda weird once you notice)
Yeah I've been iterating on that spin attack several times and still am not satisfied with it. I'll get it eventually.
- weiss is a guy? what the
He's a crazy guy.
- happy to see Taunt as a future move, I'm considering adding that to vapor trails
I'm going to have a lot of fun with this.
- nice pins (delplac hero was funny, absolutely no idea what it's a reference to)
Delplac Hero is an anagram for Placeholder, and his future portrait will also a reference to one of the earliest pieces of fan art I got where the white rectangle was made a bald human with sunglasses, way back in DD9.
Thanks for playing.
default controls are a lil weird but everything is fully remappable so thats cool
altho there are a lot of controls that dont seem to do anything, but maybe those are just unimplemented
those r good animations, fun to play around with
Yeah there's a few things unimplemented so they don't do anything right now, namely Burst/Weapon Action/Weapon switching/taunt. Thanks for playing.
Movement feels smooth and satisfying. I wish I could play a mission!
I was doing the move where I did the up slash jump, and it seems to be based on some charge but when I looked at my bars at the top left, I didn't understand which (if any) bar corresponded to that charge.
Yeah sorry about that. The bottom bar when full indicates you can't use your special abilities until it empties. When you hit enemies it recovers significantly faster. Currently I don't have any good visual feedback for when this happens, or a good way to know in game what the system in general is. Thanks for playing.