Привет, спасибо за ваш комментарий! Когда у меня будет больше времени, я поработаю над поддержкой геймпада.
Nth brnd
Creator of
Recent community posts
These options are indeed available in project settings, but the game engine doesn't support versions older than Directx11:
If your graphics card doesn't support DirectX11, unfortunately, I don't think it's possible to launch the game.
EDIT: The game currently supports DirectX12, so if your graphics card is compatible with DirectX11 versions but not with the DirectX12 version, I understand that this may trigger this error.
If you wish, I can release the game with DirectX11 support if that helps.
Hi! First of all, thanks for investing your time in this! The project was very clean and easy to explore. I tested the 2 new aiming direction of your project, unfortunately I don't know why, the delta-derived attack angle didn't work well, but it doesn't matter since I understood what you were getting at.
The third example with the easing added was certainly the most interesting!
One thing I've noticed is that the feel and the way of playing the game changes completely, and personally, I'm having trouble getting used to this aiming direction (being used to the one in my game myself).
When I saw your comment, I first wondered if it was a design error on my part, and then I did some research to see how other top-down games do it, and I realized that most games (especially top-down shooters) have a camera that follows the player, so the player can move without the aiming direction changing.
I think what can be confusing in my game is that the camera is centered on the rooms, so the player has to manage the movement of the player and the mouse cursor.
Despite this, I don't think the current aiming direction is a design error. I really like the gameplay of my game and I'm sure some people will find it a pain in the ass.
Far be it from me to minimize your opinion or to say that there's a right way to play or a wrong way, but I think we all have different ways of playing and maybe my game doesn't allow for many of them or doesn't suit everyone, which may be a pity, but by changing the aiming direction for another, I don't think I'm correcting a bug but rather changing the way of playing the game.
Since I'm attached to the game's current gameplay, I don't think I'll be changing the aiming direction for another. I hope you'll understand what I mean!
Nevertheless, I'd be curious to know if any Top-down games have inspired the different aiming directions you've sent me!
Anyway, thanks again! It was really nice of you to invest your time in this!
Hi, I don't think I'll be releasing the game on another operating system at the moment. Unreal Engine makes it possible to package the game easily on several operating systems, but either that requires modifications to the game (porting it to Android, for example) or it requires hardware that I don't have (Mac, Linux etc.).
I could try to test all this with a Virtual machine, but for the moment I don't have much time for that.
Maybe later, but I'm not sure.
Hi! Yes, I used vertex snapping for the sprites in my game! It's not always successful, especially in the larger spaces when the camera moves to follow the player, but overall I think it's ok!
I've also made sure that the sprite sizes are consistent even for particles! As you say, I think it's these little details that are crucial to good rendering!
As for the problem you describe with the aiming direction, you're not the first to talk to me about this, and personally, I always have a bit of trouble understanding what's wrong with it.
It's not easy for me to imagine the solution you describe in play.
Can you think of any games that would have the virtual pointer you're describing? It would really help me understand what could be improved in my game!
Thanks for your comment!
Hi! Thanks for your comment! I'm glad you liked my game!
It would be possible to integrate several languages into the game, but unfortunately I don't have much time to devote to this task at the moment, maybe I can take care of it later.
But I'm curious to know what language you'd like the game to be translated into!
Hi! Thanks for playing my game!
I can understand that the font is difficult to read, I didn't think about it when I created the game.
I'm not sure I understand your second problem, the hero strikes towards the cursor and normally, the turn (around the player) should rotate towards the cursor as well.
If your game looks like the gifs I posted on the itchio page, then it's not a bug.
I hope I've answered your question correctly.
Hey ! Merci d'avoir testé mon jeu !
J'ai utilisé Unreal Engine car c'est le seul moteur de jeu que je connais et, bien qu'il y est quelques outils pour les jeux 2D, c'est un peu une galère pour avoir un rendu correct en pixel art (et encore, c'est loin d'être parfait).
La pièce où il faut taper le mur pour révéler la porte est bel et bien une inspiration des souls.
La salle de la chauve-souris n'est pas évidente et le dialogue de Desmond devrait pouvoir être passer, moi même ça m'ennuie lorsque j'y rejoue !
Je corrigerais tout ça plus d'autres bugs une fois que les votes de la jam s'arrêteront.
En tout cas merci pour ton feedback et d'avoir testé mon jeu, ça fait vraiment plaisir !
Hi! Thanks for taking the time to play my game.
I agree with you about the behavior of the enemies. For me, it is not an annoying thing to fight against them, but it's definitely not fun either.
I don't know if you managed to fight the final boss because his behavior is a bit more fun to play.
Anyway, thank you for your feedback!
This is a really good game !
-Art, camera movements and SFX feels very smooth.
-When i look at the pixel art of your game, it's like there are 2 differents style :
-A one with different shade of colors for textures and backgrounds and a simplier one with almost solid colors for the players, ennemies or even the fountain.
-From my standpoint, these two styles are not normally suited together, but the fact that you managed to put a smooth animation for almost every element, makes the whole graphics coherent from start to finish, and final result looks really great.
-The music and the SFX are really good. Modification of sounds like when you get hit really add to the action of the game.
-The gameplay is enjoyable, each area looks different which is nice (the 3rd one is really good), the lighting is well done, bosses are fun and details like the snowmen melting after being hit by fire is apreciable.
-I would say that the enemy projectiles can sometimes be difficult to see due to the large number of particles, particularly during the first boss encounter, but the overall is very good, for a month only it is really well done !
Très bon jeu.
La qualité des graphismes, des menus et du rendu en générale est vraiment impressionnante.
Les musiques sont de bonne qualité, simple mais cohérente avec le jeu et son ambiance.
Le gameplay du jeu est simple mais efficace et mis à part un petit bug d'affichage de texte dans l'History, j'ai franchement rien à redire !
On est clairement sur de la qualité pro.
Bravo à toi !
Hi ! Thank you for your comment, i'm glad that you liked my game !
-I think the bat room is really problematic, i should make things more obvious.
-The idea of an exclamation point with a delay is very good, I hadn't thought of that, it will make things clearer that the player should not get too close to the bat.
I will try to bring this in the next update.
Thank you for your sugestion and for taking the time to play my game !
Hi ! I really have appreciated your comments !
-Firstly, I agree with you for the first dialogue in the hall, I will find a way to skip it in the next update.
-For the resolution, i have a 1920x1080px monitor and i have not thought about higher ones. I understand that it could be annoying. I will try to fix that too.
-I've made Desmond's Castle with UE5 but to be honest, it is a mess working with this engine for a game like this, especially with blueprint only. I should have used Godot or Gamemaker studio, but i don't know how to use them as well than Unreal Engine.
-For the bat room, (this one room can be tricky) you will have to not get close to the bat. You will need to get around it until you will reach the next door. Normally, you will never get stuck in room. Each room will lead you to the next one untill the boss, and you don't need to go back or to restart your game. I think i should have to mention it in the begining of the game or something like that to make things clearer to the new players.
-I hadn't thought about randomizing the SFX, it is a good idea and i could definitely do that in the next update !
-Thank you for your detailed feedback and taking the time to play my game.
My english is not perfect but i hope you will understand anyway !
I'm glad that you liked it !
I like spending time working on small graphical details like animating backgrounds or HUD elements. The fact that the game is low resolution (character is only 15px wide / 18px tall) and has only 4 colors makes things faster to draw and animate, saving time to work on other stuff.
Anyway, thank you for your feedback and for taking the time to play my game !