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Howdy!  First off I feel as though this will be an awesome project in the future so I went ahead and followed.  I played around for about 45 minutes until I was able to clear all enemies (except 1!).  Just so you know I played with kbm, but I might try and dig out my controller to see how that feels.  I prefer to play souls games on console with controller anyways.  While playing I wrote down some stuff:

  • Having all the weapons available on demand is great.  I bet that in the full game, being able to choose 3 weapons to have at the ready will lead to some neat player choice and interesting strategy combos.
  • Consider queuing the input for the phase dash so that when an attack animation finishes it will go straight to the dash. 
  • Phase dashing through the fences is cool, but you can also dash through the brick pillar at the spawn and that feels a little weird. 
  • If you kill an enemy with the charged impale the spear will stay.  I enjoy that part, but I would probably make the spear "cool off" if you know what I mean.  Also live spiked enemies come back with a vengeance!
  • Showing the enemy stamina is a good choice.  My biggest complaint with some of the other games in the ARPG genre is that AI cheats and has unlimited stamina.
  • Spam clicking LMB while not locked on sometimes only plays the first part of the rapier combo before it resets.  Is this intentional so players are timing their clicks better?
  • Game ran fine on my machine, a 6-core AMD with a nano card. 

I see the potential for tons of fun.  I know that most of what I posted sounds like negatives, or stuff you already know, but I honestly enjoyed the little bit I got to play.  I'll keep an eye on it for the future, good luck.

(1 edit)

Thanks for playing!

  1. Yes, that's part of the plan. I meant it that you could easily combo switching back and forth between different weapons, but I realize I need to tweak things to make that more easy to pull off. Later on, you'll have more swords, pole-arms, and blunt weapons available, so you could mix and match what 3 weapons you have at the ready. Ideally I'd make it that each weapon has a different moveset (i.e. a Schiavona having different attack animations from a Falchion, even though they are both of the one-handed sword variety). I plan that the player could even make the 3 attack buttons assigned with only swords (of different types), or only pole-arms, or really, any mixture that fits their liking.
  2. I received similar feedback regarding dash after attack. While I'm not thinking of input queuing, I was thinking of letting the player phase dash during the recovery part of an attack animation (I had that disabled because I think it made fights too easy, but I'll experiment with it more).
  3. You can phase dash through anything that's not too thick, and it just so happened that the brick pillars were thin enough. I might just keep it that way. As long as you can easily tell where you'd end up in, I don't think it's wrong. Perhaps later on I could design stuff like secret rooms accessible by phase dashing only.
  4. Sounds good, I'll make it that the fire effects die off if the impaling spear is left intact but the impaled enemy died.
  5. Spamming LMB and it causing the player to keep repeating the first attack is not intended. I think it happens right after you dash. I'll look into it again. But to use it to discourage button mashing? It's an idea worth exploring. But I bet there will be people who won't get it and just complain that their attacks don't work.

Thanks again! Glad you had fun with it!