I was looking forward to playing this one because it looked so unique! Notes while playing:
God this game is amazing looking. Really nails the "Runescape.exe" look in a creative first person way.
I can't believe this is on Unreal!
Starts up the Unreal VR, wish it didn't.
The uneven look speed on the horizontal and vertical axis is really disorientating. I get this is to make it more claustrophobic but this is the kind of thing that is hard to make feel good with mouse controls.
Hits feel really chunky because you don't just slice through targets.
Surprised to see that blocking with the two handed weapons seems just as effective as with a shield. Personally I love this because I don't like being restricted to shields, but it wasn't what I was expecting given there's an actual shield. The shield doesn't even seem to take reduced stamina damage?
I love the death animations.
The insect setting is really imaginative.
The locational damage is really cool too.
Using the spear I was able to poke the shield beetle guy's feet to kill him 😂
Using the two handed sword with the locational damage on the ant guy is so cool
I noticed the walking stick enemies before they went active thinking "oh that's kinda weird looking" and then they attacked me. That was great!
The dive kicking boxer beetle almost killed me!
Using the two handed sword I was cheesing the shield knights. When they died without taking out the shield first they just kinda disappeared instead of having a death animation.
Died at the Anor Londo archers part. Those venus fly traps kick my ass because their hitboxes are really deceiving and they lunge so far. It takes time for me to get the right range with the spear to attack them.
The potion counter seems broken? I'm pretty sure I had used 4 by this point, and when I tried to use the potion to heal nothing happened, but it still showed 4.
Oh, I misunderstood how the potion thing works. The 4 is doses, and the potion icon itself drains.
I stopped there after respawning at the bonfire. It's a really cool game with an fantastic look. I love how heavy everything feels, though sometimes it did feel janky in a "physicsy get stuck on the environment" way. The weapon animations and locational damage really stood out to me gameplay-wise. I'm not sure I personally could do a whole game like this given how slow it can be, but that's just my own personal tastes since I'm not usually into these kinds of games anyway.
man, this is really cool! the environment props, shading etc are all very nice, i just wish there was a toggle for the choppy animation. i was expecting some sort of skill attribute system on a game like this. the slow combat is nice but stopping you completely when the stamina reaches 0 is a bit too punishing and makes going from one fight to the next feel like a slow crawl sometimes. maybe you could make the bar pop out more when you are about to deplete it or something so managing it becomes easyer. some enemies will make attacks that will knock you on your back, and i don`t think that some of those attacks should be doing that, only the `heavyer` ones. the way they can lose the limbs and keep fighting was an amazing and funny surprise. i like the variety in weapons and how you can use them to fit the situation. the purple bug does not try to get you, so you can poke him with the spear without ever getting attacked. you can jump while on the ground after getting knocked. the facecam is the cherry on the cake
-Light banding is cool. Overall visuals, music/sfx, and style looks appealing.
-I like how you don't have to drink a full health potion to heal up, I've never thought about it before but it really does make a lot more sense that way.
-Unlike a lot of other games, I like how you made each weapon worth switching out, and how you need to respect the stamina bar. Makes it a bit more engaging I think.
-The rollypolly is the hardest thing so far, really messing me up. They can lose all their limbs and when he goes into a ball I don't know how to counter it.
-Accidently found a shortcut to the bonfire by the boss room. The boss was a bit difficult, but once I figured the pattern and took my time it worked out.
Cool game, I like the style, Runescape but with First Person Perspective. I really like this game concept, I think if you make it longer with some lore around, you can have a linear game to sell on Steam, at the right price it will surely sell well.
Fun times. Very nice stylistically, although I felt weird about how the plants were too big for you to be human-sized and too small for you to be bug-sized.
The fighting felt really clunky even ignoring the speed, and i didn't like how enemies tended to interrupt my attacks while I couldn't interrupt theirs. Boss fight had a really good flow to it once I learned the rhythm though.
Btw I can't figure out what makes the boss room open up? Is it just walking over to the dead pillbug knight?
I liked the art style and vibe you're going for here, combat feels nice and weighty too. I went for the spear as it's usually OP, but I found the other weapons were still useful, dealing a lot more damage in certain circumstances. I was able to cheese one part where you come across the two fast knife-wielding bugs by jumping up a slight hill so maybe adding an ability for those guys to do even just small jumps might be in order. The fact that dead enemies still obstruct the player even as they fade away was a little weird for me.
Game is definitely very unique, the artstyle and graphics are well done and very appealing. Its probably partially intentional but a lot of the gameplay mechanics felt very clunky, and it became dull pretty fast. I know it's meant to be like kings field, might just not be the right kind of game for me
The combat feels a bit laborious at times with how slow / inconsistent feeling the stamina system is. I understand this is probably somewhat intentional; you'd like the game to feel deliberate and strategic. But I think it might be a little much, especially with how high HP some enemies are. Is the sword even viable? Seems like the lack of hit stun makes it a very dangerous option to use.
Other than those gripes, this is great. Love the limb system, love the RS graphics, etc. Keep chugging dude.
Game feels great. Art is crazy good. Spear is OP as others said. I felt combat was a bit slow and did get into skyrim territory. Something like a parry or dodge would help spice it up a bit, other then just swinging and moving back. Could also be a way to give weapons some unique abilities.
I've been really looking forward to playing this game, and it totally meets my expectations. I like how even the most basic enemy has a lunge that makes it actually dangerous in numbers or if you aren't paying attention.
The slow pace can be a little tedious but I feel it's necessary to be able to aim strikes properly. I also really like that the stamina bar directly affects whether you get knocked down or not, that's a great touch.
The spear is the safest weapon to use but I use the sword whenever I can it's a lot of fun.
Really needs a way to pause and preferably save/load.
Some people said my game has Runescape graphics, which is objectively wrong. Yours does.
So i started your game, took the spear because i read from CLYDEs review that its op and it was. However it was not op enough: On hitting this bugman at the first bridge i stabbed its head off its body, but it kept fighting me. Is that a bug? Obviously everything in this game is a bug i thought to myself, so i continued. The bonfire room was lit af, quite literally. After this, i decapitated some stick men and another bugman with multiple daggers and arms.
This is seriously good. Without any dialogue or story, its very tongue in cheeck just from the design itself. The obvious dark souls armor and bonfire? Really nice. The true to its origin runescape 3D and font stuff? Based.
Initially i was on the edge for the slow movement and turning and stuff, but it just works going forward. The non fluid animations of enemies are also more than great. Should have thought of that for my own project, but too late.
Game is missing a menu though, cant quit it normally. Something like a progression, inventory etc would also be great. Will there be more or will it stay a little fun demo? Personally i wish for more and i'd love to explore a world in this style and more bugged bugs. Especially if there was ranged weapons and magic.
Yea there isn't a menu or any QoL features for that matter since I just rushed through the thing to get some content done for it. For the time being it will stay as it is, I've been toying with the idea of expanding it, which if I ever do will be a couple years down the line, but I've tested how much of a pain would be to add multiplayer which seems surprisingly easy for this type of game.
Besides from that, I have in mind a few things for loot, weapons and upgrade/costumization weapon systems. Classes with spellcasters and shit could be cool too and make a Dark and Darker pve style game, I think that'd be swell.
I really enjoyed the combat. The spear feels a bit too strong because of its reach, but other than that it’s pretty balanced. I’m kind of conflicted because I enjoyed poking monsters from the distance and because it really feels like I’m thrusting an actual spear in combat rather than an in-game “imitation”. The graphics are really clean as well and the stylization works in the game’s favor despite being low-poly. There are some areas where I was able to jump over some rocks and get behind some of the enemies and they weren’t able to turn around in order to face me, which basically gave me some free kills. But that’s just me cheesing it.
Fuck this is cool. The feel of the gameplay is great. The overall speed of the combat makes it stand out a lot from other games, and makes it feel much more strategic than faster paced games which are becoming the norm. Congrats on getting Sorceress funded on Kickstarter btw, well deserved.
Comments
very slow to move around, but great atmosphere.
I was looking forward to playing this one because it looked so unique! Notes while playing:
I stopped there after respawning at the bonfire. It's a really cool game with an fantastic look. I love how heavy everything feels, though sometimes it did feel janky in a "physicsy get stuck on the environment" way. The weapon animations and locational damage really stood out to me gameplay-wise. I'm not sure I personally could do a whole game like this given how slow it can be, but that's just my own personal tastes since I'm not usually into these kinds of games anyway.
man, this is really cool! the environment props, shading etc are all very nice, i just wish there was a toggle for the choppy animation. i was expecting some sort of skill attribute system on a game like this. the slow combat is nice but stopping you completely when the stamina reaches 0 is a bit too punishing and makes going from one fight to the next feel like a slow crawl sometimes. maybe you could make the bar pop out more when you are about to deplete it or something so managing it becomes easyer. some enemies will make attacks that will knock you on your back, and i don`t think that some of those attacks should be doing that, only the `heavyer` ones. the way they can lose the limbs and keep fighting was an amazing and funny surprise. i like the variety in weapons and how you can use them to fit the situation. the purple bug does not try to get you, so you can poke him with the spear without ever getting attacked. you can jump while on the ground after getting knocked. the facecam is the cherry on the cake
-Light banding is cool. Overall visuals, music/sfx, and style looks appealing.
-I like how you don't have to drink a full health potion to heal up, I've never thought about it before but it really does make a lot more sense that way.
-Unlike a lot of other games, I like how you made each weapon worth switching out, and how you need to respect the stamina bar. Makes it a bit more engaging I think.
-The rollypolly is the hardest thing so far, really messing me up. They can lose all their limbs and when he goes into a ball I don't know how to counter it.
-Accidently found a shortcut to the bonfire by the boss room. The boss was a bit difficult, but once I figured the pattern and took my time it worked out.
Fun game, if more is made that would be cool.
Cool game, I like the style, Runescape but with First Person Perspective. I really like this game concept, I think if you make it longer with some lore around, you can have a linear game to sell on Steam, at the right price it will surely sell well.
This looks and sounds really cool, but the camera wobbling made me motion sick in record time and I had to stop playing
Great mechanics, good graphics, fun combat. Its a bit of a slow burn but it's a lot of fun. Minor bug where you can jump while lying on your back.
Fun times. Very nice stylistically, although I felt weird about how the plants were too big for you to be human-sized and too small for you to be bug-sized.
The fighting felt really clunky even ignoring the speed, and i didn't like how enemies tended to interrupt my attacks while I couldn't interrupt theirs. Boss fight had a really good flow to it once I learned the rhythm though.
Btw I can't figure out what makes the boss room open up? Is it just walking over to the dead pillbug knight?
It should open each time you die, I probably messed up with the trigger for that.
Cant believe how well people function without heads in this world. Very fun.
Spotted some interesting things:
You can still jump when you are flat on your back after being pushed with no stamina. I call this backjumping, might be a feature.
Stickmen are fucking spooky.
Stamina could be more lenient when running.
The hill with two flowerblasters, one biting flower and a bunch of venus flytraps is some seriously evil design.
I liked the art style and vibe you're going for here, combat feels nice and weighty too. I went for the spear as it's usually OP, but I found the other weapons were still useful, dealing a lot more damage in certain circumstances. I was able to cheese one part where you come across the two fast knife-wielding bugs by jumping up a slight hill so maybe adding an ability for those guys to do even just small jumps might be in order. The fact that dead enemies still obstruct the player even as they fade away was a little weird for me.
Game is definitely very unique, the artstyle and graphics are well done and very appealing. Its probably partially intentional but a lot of the gameplay mechanics felt very clunky, and it became dull pretty fast. I know it's meant to be like kings field, might just not be the right kind of game for me
I hated the player's walking speed, stamina system and camera. I liked everything else.
this is super fun, the limb system with bugs is a great idea and each weapon is fun in its own right. would definitely buy a full version
The combat feels a bit laborious at times with how slow / inconsistent feeling the stamina system is. I understand this is probably somewhat intentional; you'd like the game to feel deliberate and strategic. But I think it might be a little much, especially with how high HP some enemies are.
Is the sword even viable? Seems like the lack of hit stun makes it a very dangerous option to use.
Other than those gripes, this is great. Love the limb system, love the RS graphics, etc. Keep chugging dude.
Game feels great. Art is crazy good. Spear is OP as others said. I felt combat was a bit slow and did get into skyrim territory. Something like a parry or dodge would help spice it up a bit, other then just swinging and moving back. Could also be a way to give weapons some unique abilities.
Super cool though, very impressive.
I've been really looking forward to playing this game, and it totally meets my expectations. I like how even the most basic enemy has a lunge that makes it actually dangerous in numbers or if you aren't paying attention.
The slow pace can be a little tedious but I feel it's necessary to be able to aim strikes properly. I also really like that the stamina bar directly affects whether you get knocked down or not, that's a great touch.
The spear is the safest weapon to use but I use the sword whenever I can it's a lot of fun.
Really needs a way to pause and preferably save/load.
Some people said my game has Runescape graphics, which is objectively wrong. Yours does.
So i started your game, took the spear because i read from CLYDEs review that its op and it was. However it was not op enough: On hitting this bugman at the first bridge i stabbed its head off its body, but it kept fighting me. Is that a bug? Obviously everything in this game is a bug i thought to myself, so i continued. The bonfire room was lit af, quite literally. After this, i decapitated some stick men and another bugman with multiple daggers and arms.
This is seriously good. Without any dialogue or story, its very tongue in cheeck just from the design itself. The obvious dark souls armor and bonfire? Really nice. The true to its origin runescape 3D and font stuff? Based.
Initially i was on the edge for the slow movement and turning and stuff, but it just works going forward. The non fluid animations of enemies are also more than great. Should have thought of that for my own project, but too late.
Game is missing a menu though, cant quit it normally. Something like a progression, inventory etc would also be great. Will there be more or will it stay a little fun demo? Personally i wish for more and i'd love to explore a world in this style and more bugged bugs. Especially if there was ranged weapons and magic.
Good review, made me chuckle a couple times.
Yea there isn't a menu or any QoL features for that matter since I just rushed through the thing to get some content done for it. For the time being it will stay as it is, I've been toying with the idea of expanding it, which if I ever do will be a couple years down the line, but I've tested how much of a pain would be to add multiplayer which seems surprisingly easy for this type of game.
Besides from that, I have in mind a few things for loot, weapons and upgrade/costumization weapon systems. Classes with spellcasters and shit could be cool too and make a Dark and Darker pve style game, I think that'd be swell.
I really enjoyed the combat. The spear feels a bit too strong because of its reach, but other than that it’s pretty balanced. I’m kind of conflicted because I enjoyed poking monsters from the distance and because it really feels like I’m thrusting an actual spear in combat rather than an in-game “imitation”. The graphics are really clean as well and the stylization works in the game’s favor despite being low-poly. There are some areas where I was able to jump over some rocks and get behind some of the enemies and they weren’t able to turn around in order to face me, which basically gave me some free kills. But that’s just me cheesing it.
Overall, really amazing game.
Fuck this is cool. The feel of the gameplay is great. The overall speed of the combat makes it stand out a lot from other games, and makes it feel much more strategic than faster paced games which are becoming the norm. Congrats on getting Sorceress funded on Kickstarter btw, well deserved.