I think I got filtered by the red shadow(?) wall, in the room where the magic turret keeps shooting at you. Isn't that where you are meant to press Q and use the radiant crystal? Or is there something else? Banging the magic turret didn't seem to do anything.
Combat didn't really work for me, having to move the mouse while doing an attack is very hectic in close quarters combat. I like the exploration part of it very much though, the cool map with the markers, the way you can collect trinkets, memories and texts, that all looks and plays super fun.
>I think I got filtered by the red shadow(?) wall, in the room where the magic turret keeps shooting at you. Isn't that where you are meant to press Q and use the radiant crystal? Or is there something else?
There's a shadow wall in one of the cells near where you start as an example. The red barriers are removed by killing enemies tied to them.
>Banging the magic turret didn't seem to do anything.
I tried playing it for a bit but I didn't get very far, although I did beat both the first skeleton and the surprisingly fast zombie.
Please make the game listen for your next mouse movement when you hold left click and aren't moving the mouse. Right now it feels really unresponsive to click and click and have your guy do nothing.
Movement speed seems way too high for the cramped environments and short range of melee. I'd suggest lowering it and instead having a sprint when you hold down dodge or something.
Also being able to run as fast backwards as an enemy can forwards results in very silly-looking gameplay sometimes.
The sword-sheating animation is actually really nice.
as a m&b player myself i like the idea of directional attacks, although execution needs a bit of work here.
>sometimes the direction doesn't register, you can probably see this video to see what i mean, the left direction & up at some point of the video doesn't register. might have something to do with the speed threshold or something.
>sometimes even if the direction registers, the attack doesn't do anything which adds to this clunky feel
> you need to have some sort of buffering mechanism where if a player has just finished an attack but still in recover animation you should still be able to add an attack input to queue for the next attack and launch it when it's ready (it might fix my second point)
i think that's the main technical issue of the game for now, otherwise i think it looks good, especially the animation. good work.
>sometimes the direction doesn't register, you can probably see this video to see what i mean, the left direction & up at some point of the video doesn't register. might have something to do with the speed threshold or something.
Did you try turning down the threshold in the settings? I don't know if mouse sensitivity somehow has anything to do with it or if I just move my mouse in an abnormally jerky manner, but that's never been an issue for me.
>sometimes even if the direction registers, the attack doesn't do anything which adds to this clunky feel
Do you mean when you're close to a wall? I'm getting rid of that. It was to prevent clipping, but that's getting fixed eventually anyway.
> you need to have some sort of buffering mechanism where if a player has just finished an attack but still in recover animation you should still be able to add an attack input to queue for the next attack and launch it when it's ready
You can already chain some attacks, but buffering for attacks is planned.
>Did you try turning down the threshold in the settings
oh sorry i didn't notice there's a setting for that, pretty sure mount and blade doesn't have this threshold thing no? but then again last mnb game i played is warband and last time i played it was like 4 years ago or something so i might've forgotten about it.
>Do you mean when you're close to a wall? I'm getting rid of that. It was to prevent clipping, but that's getting fixed eventually anyway.
nah it's not when you're close to a wall, i think it has something to do with the buffering thing i said, and i also agree what that other anon said, right now the only way to attack is to move the mouse first, then click to do an attack, i think you should allow players to also click first, and then drag the mouse to "decide" which directions they're gonna do (i'm pretty sure warband does this, cause i remember kinda just moving between attack directions by simply holding left click & moving my mouse).
i think the general rule is, if you're in a combat and there's any point where your clicks doesn't register to a certain action (either now or later), then there's something wrong with it.
Directional attacks feel pretty clunky, most of the time clicking doesn't lead to an attack. It also didn't feel like the direction mattered, enemies didn't look like they were doing blocking. Blocking is also pretty useless with how fast your guy moves. But I like how fast everything feels
>Directional attacks feel pretty clunky, most of the time clicking doesn't lead to an attack.
The arrow needs to appear before you click. Like it says on the main menu, I'd put finishing the combat on hold until I had a better enemy to test it with, but since it's such a dealbreaker for everyone, I guess I'll have to move it up on the list.
> It also didn't feel like the direction mattered, enemies didn't look like they were doing blocking.
Cuts and thrusts have different damage types, and some heavy attacks can be chained into others. The skeletons don't actively block, but your attacks will bounce off their halberds if you hit them.
>Blocking is also pretty useless with how fast your guy moves.
I know. I originally hadn't planned on having blocking at all, so that you'd have to parry attacks with attacks of your own, but that turned out to be impossible with the fast pace. Blocking might be more useful against enemies with shorter weapons, but dodging is meant to be the main method for avoiding damage.
It has potential, but I couldn't get used to the combat at all. I'm used to playing mount and blade, where your attack direction is determined by your cursor position relative to closest enemy, which is pretty reliable. Penumbra overture had similiar system, where you held your mouse button and dragged it into one direction to charge a hit. Releasing the mouse button makes you attack.
The system you have right now didn't really work for me. Half the time my mouse movement was too slow or I pressed the mouse button at the wrong time. I had to lower the attack look input to pretty much zero to make it bearable and even then half of my imputs didn't register properly.
But again, this might be just me not being used to combat system like this.
While everything is obviously unfinished, I like the feel of it. I like ultima underworld and I remember enjoying arx fatalis long time ago, so I'm always down for more games like that.
I tried it on Linux through proton. It seemed to actually work okay except that the environment was flat black so I couldn't see anything. I drew the sword and tried feeling my way around but it didn't help much so I gave up.
Comments
I think I got filtered by the red shadow(?) wall, in the room where the magic turret keeps shooting at you. Isn't that where you are meant to press Q and use the radiant crystal? Or is there something else? Banging the magic turret didn't seem to do anything.
Combat didn't really work for me, having to move the mouse while doing an attack is very hectic in close quarters combat. I like the exploration part of it very much though, the cool map with the markers, the way you can collect trinkets, memories and texts, that all looks and plays super fun.
>I think I got filtered by the red shadow(?) wall, in the room where the magic turret keeps shooting at you. Isn't that where you are meant to press Q and use the radiant crystal? Or is there something else?
There's a shadow wall in one of the cells near where you start as an example. The red barriers are removed by killing enemies tied to them.
>Banging the magic turret didn't seem to do anything.
You need to break the glass at the top.
I tried playing it for a bit but I didn't get very far, although I did beat both the first skeleton and the surprisingly fast zombie.
Please make the game listen for your next mouse movement when you hold left click and aren't moving the mouse. Right now it feels really unresponsive to click and click and have your guy do nothing.
Movement speed seems way too high for the cramped environments and short range of melee. I'd suggest lowering it and instead having a sprint when you hold down dodge or something.
Also being able to run as fast backwards as an enemy can forwards results in very silly-looking gameplay sometimes.
The sword-sheating animation is actually really nice.
i played for a bit,
as a m&b player myself i like the idea of directional attacks, although execution needs a bit of work here.
>sometimes the direction doesn't register, you can probably see this video to see what i mean, the left direction & up at some point of the video doesn't register. might have something to do with the speed threshold or something.
>sometimes even if the direction registers, the attack doesn't do anything which adds to this clunky feel
> you need to have some sort of buffering mechanism where if a player has just finished an attack but still in recover animation you should still be able to add an attack input to queue for the next attack and launch it when it's ready (it might fix my second point)
i think that's the main technical issue of the game for now, otherwise i think it looks good, especially the animation. good work.
>sometimes the direction doesn't register, you can probably see this video to see what i mean, the left direction & up at some point of the video doesn't register. might have something to do with the speed threshold or something.
Did you try turning down the threshold in the settings? I don't know if mouse sensitivity somehow has anything to do with it or if I just move my mouse in an abnormally jerky manner, but that's never been an issue for me.
>sometimes even if the direction registers, the attack doesn't do anything which adds to this clunky feel
Do you mean when you're close to a wall? I'm getting rid of that. It was to prevent clipping, but that's getting fixed eventually anyway.
> you need to have some sort of buffering mechanism where if a player has just finished an attack but still in recover animation you should still be able to add an attack input to queue for the next attack and launch it when it's ready
You can already chain some attacks, but buffering for attacks is planned.
>Did you try turning down the threshold in the settings
oh sorry i didn't notice there's a setting for that, pretty sure mount and blade doesn't have this threshold thing no? but then again last mnb game i played is warband and last time i played it was like 4 years ago or something so i might've forgotten about it.
>Do you mean when you're close to a wall? I'm getting rid of that. It was to prevent clipping, but that's getting fixed eventually anyway.
nah it's not when you're close to a wall, i think it has something to do with the buffering thing i said, and i also agree what that other anon said, right now the only way to attack is to move the mouse first, then click to do an attack, i think you should allow players to also click first, and then drag the mouse to "decide" which directions they're gonna do (i'm pretty sure warband does this, cause i remember kinda just moving between attack directions by simply holding left click & moving my mouse).
i think the general rule is, if you're in a combat and there's any point where your clicks doesn't register to a certain action (either now or later), then there's something wrong with it.
Directional attacks feel pretty clunky, most of the time clicking doesn't lead to an attack. It also didn't feel like the direction mattered, enemies didn't look like they were doing blocking. Blocking is also pretty useless with how fast your guy moves. But I like how fast everything feels
>Directional attacks feel pretty clunky, most of the time clicking doesn't lead to an attack.
The arrow needs to appear before you click. Like it says on the main menu, I'd put finishing the combat on hold until I had a better enemy to test it with, but since it's such a dealbreaker for everyone, I guess I'll have to move it up on the list.
> It also didn't feel like the direction mattered, enemies didn't look like they were doing blocking.
Cuts and thrusts have different damage types, and some heavy attacks can be chained into others. The skeletons don't actively block, but your attacks will bounce off their halberds if you hit them.
>Blocking is also pretty useless with how fast your guy moves.
I know. I originally hadn't planned on having blocking at all, so that you'd have to parry attacks with attacks of your own, but that turned out to be impossible with the fast pace. Blocking might be more useful against enemies with shorter weapons, but dodging is meant to be the main method for avoiding damage.
It has potential, but I couldn't get used to the combat at all. I'm used to playing mount and blade, where your attack direction is determined by your cursor position relative to closest enemy, which is pretty reliable. Penumbra overture had similiar system, where you held your mouse button and dragged it into one direction to charge a hit. Releasing the mouse button makes you attack.
The system you have right now didn't really work for me. Half the time my mouse movement was too slow or I pressed the mouse button at the wrong time. I had to lower the attack look input to pretty much zero to make it bearable and even then half of my imputs didn't register properly.
But again, this might be just me not being used to combat system like this.
While everything is obviously unfinished, I like the feel of it. I like ultima underworld and I remember enjoying arx fatalis long time ago, so I'm always down for more games like that.
I tried it on Linux through proton. It seemed to actually work okay except that the environment was flat black so I couldn't see anything. I drew the sword and tried feeling my way around but it didn't help much so I gave up.