I've already downloaded the video, so you can delete it if you have to. Unfortunately don't have the time to look through it right now, but I'll try to watch it soon.
It took me a pretty long time but I cleared it. I haven't played Sekiro, so I.'m not sure I can give very good feedback on the gameplay. I had a lot of fun though.
The camera was kind of laggy and stuttery, and combined with the lowish fps I was getting, it didn't feel very good to look at the character move. During the tutorial fight it also bounced on the bridge pillars in a jaggy way, but that wasn't a problem during the real bossfight.
Art wise, I really liked it, although obviously some parts weren't as polished as they could be. The way the boss blended between weapons was pretty interesting and made for a fun fight.
One thing that could help is some more noticeable feedback for getting hit and hitting the boss. Especially at first when I was figuring out the game, I was often unsure if I had successfully dodged/parried an attack, or if I landed a hit, so I was constantly checking out the health bars. If it was easier to tell without looking at the UI it would probably help with immersion and flow.
Oh, when talking to both NPCs, X didn't close the dialog, so I had to alt+f4 and reopen the game.
All in all, especially considering how ambitious of a project this is, I think this is a really great submission.
What FPS were you getting, and what kind of hardware are you running on? I know I've been getting about 40-60 on my old laptop with a 1050, while my main desktop (3060) runs at ~165 (vsync), so I'm aware that it runs pretty badly on the older hardware. I'll probably have to add some graphics settings in future.
About the feedback, there's animations, sounds, screenshake and some VFX, so I don't really know what else to change here. I suppose the tutorial's probably still very lacking in teaching you what each of those should feel like, but at the same time I don't really want to go into the handholdy "Dodge 3 times: 0/3" kind of thing (even if that is what the tutorial is doing underneath).
By X, do you mean the controller buttons? I haven't really tested out the dialogue system with controllers all that much, but it seems like this is yet another UI focus bug. It should work fine if you use the mouse to click on the box, though.
I was getting about 40-60 as well on my laptop with a 3060. It might be proton's fault though.
Well, one more form of feedback is those voice pain sounds for when the character gets hurt. That can get cheesy really quick, but it's an option. Or maybe some blood splashes?
Yes, I tried mashing every controller button but I couldn't progress or get out the dialogue. I tried it again now and clicking with the mouse works.
Looks like I'll have to consider setting up Linux for building and testing at some point then.
I do plan on adding some voice acting in future (probably just combat barks and some dialogue phrases) but that's something very far in the future. I considered blood splashes before, but I wasn't really sure how it'd fit with the game back then, which is why there's a half-done red impact effect when the player gets hit.
Does it fail to open, or do you get stuck somewhere else?
Unfortunately, I don't think I'll be able to make a Linux build, at least not within this DD, since there's some script compilation issues that I'll have to fix.
You could try using Proton instead? I figure that it might work better since it's made for games, but I don't know anything about the Linux emulation scene.
Comments
https://drive.google.com/file/d/19Z1sHBop8jETlDBrwCiUP6ewJIvJE1Bt/view?usp=shari...
Played for a bit, soulslikes aren't my cup of tea but looks promising! (I'll have to delete the video in a week because I'm low on google drive space)
Thanks for playing!
I've already downloaded the video, so you can delete it if you have to. Unfortunately don't have the time to look through it right now, but I'll try to watch it soon.
thanks for making the kick op, couldn't get past Louise though
mostly stable if set to 720*480 in my pc, tried to record but would lower to 30 fps
Update:
If you still have trouble with performance, try turning off VSync and lowering the resolution.
this is cool
Succeeded to work on linux wine.
It took me a pretty long time but I cleared it. I haven't played Sekiro, so I.'m not sure I can give very good feedback on the gameplay. I had a lot of fun though.
The camera was kind of laggy and stuttery, and combined with the lowish fps I was getting, it didn't feel very good to look at the character move. During the tutorial fight it also bounced on the bridge pillars in a jaggy way, but that wasn't a problem during the real bossfight.
Art wise, I really liked it, although obviously some parts weren't as polished as they could be. The way the boss blended between weapons was pretty interesting and made for a fun fight.
One thing that could help is some more noticeable feedback for getting hit and hitting the boss. Especially at first when I was figuring out the game, I was often unsure if I had successfully dodged/parried an attack, or if I landed a hit, so I was constantly checking out the health bars. If it was easier to tell without looking at the UI it would probably help with immersion and flow.
Oh, when talking to both NPCs, X didn't close the dialog, so I had to alt+f4 and reopen the game.
All in all, especially considering how ambitious of a project this is, I think this is a really great submission.
Thanks for playing!
What FPS were you getting, and what kind of hardware are you running on? I know I've been getting about 40-60 on my old laptop with a 1050, while my main desktop (3060) runs at ~165 (vsync), so I'm aware that it runs pretty badly on the older hardware. I'll probably have to add some graphics settings in future.
About the feedback, there's animations, sounds, screenshake and some VFX, so I don't really know what else to change here. I suppose the tutorial's probably still very lacking in teaching you what each of those should feel like, but at the same time I don't really want to go into the handholdy "Dodge 3 times: 0/3" kind of thing (even if that is what the tutorial is doing underneath).
By X, do you mean the controller buttons? I haven't really tested out the dialogue system with controllers all that much, but it seems like this is yet another UI focus bug. It should work fine if you use the mouse to click on the box, though.
I was getting about 40-60 as well on my laptop with a 3060. It might be proton's fault though.
Well, one more form of feedback is those voice pain sounds for when the character gets hurt. That can get cheesy really quick, but it's an option. Or maybe some blood splashes?
Yes, I tried mashing every controller button but I couldn't progress or get out the dialogue. I tried it again now and clicking with the mouse works.
Looks like I'll have to consider setting up Linux for building and testing at some point then.
I do plan on adding some voice acting in future (probably just combat barks and some dialogue phrases) but that's something very far in the future. I considered blood splashes before, but I wasn't really sure how it'd fit with the game back then, which is why there's a half-done red impact effect when the player gets hit.
Failed to work on linux wine
Does it fail to open, or do you get stuck somewhere else?
Unfortunately, I don't think I'll be able to make a Linux build, at least not within this DD, since there's some script compilation issues that I'll have to fix.
You could try using Proton instead? I figure that it might work better since it's made for games, but I don't know anything about the Linux emulation scene.