Seeing the "you've completed the demo" screen was the most heartbreaking thing ever, I cant wait to see where this project goes!!! it clearly has been made with a great idea in mind and passion, the goddamn UI man its gorgeous, the quest system, the hinting system, the inventory system, dialogue system and many other things are all well done, of course it has its issues but its an alpha release afterall, cant wait for the updates for the improvements, expansions and new features!
I think calling this a demo isn't accurate, since normally a demo lets you try at least the first level of the game or even tells you some of the story. This feels more like a checklist for a school assignment. "I see it has a tutorial, some enemies, an NPC with a quest, a boss, a basic inventory... thanks for your work, here's your grade." I don't know what to expect from the game because it doesn't show or tell me anything that differentiates it from a "school assignment." I don't think I can give much of an opinion about the story from the introduction alone, but the protagonist raises questions for me: why does she look like a vampire or demon girl or something, if the introduction talked about a queen who was about to be killed or something? Again, there isn't much to go on regarding the story, but it felt weird to me. Maybe I'm wrong about this because of the lack of context.
Some issues I encountered with the game were the motion blur, which honestly is more annoying than aesthetically pleasing. Combat feels clunky, as rolling requires double-tapping the same button, which can be annoying if you just want to walk. The character's attack range isn't intuitive: I have to be practically glued to the enemy to hit them with a weapon that seems quite large and doesn't deal area damage. Combat doesn't feel fluid at all.
The minotaur boss presents a problem: being so large, having a small weapon, and the character being small, if you stand too close to it, it can't hit you, but you can hit it. You can also avoid its attack simply by gaining some height. Another bug I noticed was that when walking, I often couldn't jump at the same time—sometimes I could, sometimes I couldn't. Also, for some reason, if I equip a weapon and then unequip it, the damage stat stays the same, although it does change when switching weapons.
So much for the bugs or issues I encountered. Overall, I don't think this can be considered a demo or a good beta. I still feel like it was a school assignment based on a checklist. And I don't see it from a teacher's perspective... but from someone looking for something fun or eye-catching, but I didn't find anything that really caught my attention.
Last but not least, it's an opinion without any intention to offend... It was just what I felt when I tried it, you see what you want to do with what I said.
P.S. This was the only game in my life that ever gave me a blue screen. And it was only because I rolled the credits.
Since you're being honest, I will be too.. This is, in fact, a school project and was made with very little time. I acknowledge that the game may not be perfect, but I'm not sure what you're expecting from an indie developer who has just emerged a few weeks ago and created their first game.
I'd also like to clarify that I did not add any motion blur to the game, so I'm not sure where that is from. And I cannot pester enough that the Combat was the last edition, and it will be the first thing that will be updated.
As for the rolling, it's inspired by the Terraria dash mechanic, which I think works well. What would you have suggested the key for the roll be? The shift? That's for the sprint, the Ctrl? That's for the crouch, the "R" key? Already tried that, and thats frankly tedious and annoying to press every time, and not very easy to evade in quick succession. I suggest you try it and see how you feel about it.
Again with the combat mechanic, I have come forth and said many times that it is meant to be basic at this stage. This is like criticising the first ever Minecraft release and being annoyed that the controls are basic, yes, I agree it's basic, that's what updates are for, everything will be improved, this is the first version released of this project.
Also, I'm aware of the minotaur, it's not that he's large and has a small weapon. When he stands on a slope, it's a bit harder for him to hit you, because yes, the character is small. This ratio of collision will also be addressed in future updates.
I'd like to clarify again, this project was my final year submission for school, so in hindsight, I may not have had the leeway amount of time a usual indie developer does. I am still a student developer as of now. I am glad you are being honest, but please consider having the same amount of consideration as the other comments had, a small search of my account would be noticable that this was my very first release.
Additionally, I have not gotten any crash reports, let alone blue screen reports as of now, so thank you for bringing this to my attention, if it's not a bother, if theres any way to view the crash report log i'd like to have a look at it and find out what caused the blue screen.
In conclusion, I very much appreciate your feedback, but insulting it because you may have thought it was not a school project is a little insensitive. Again, I appreciate your support. Many thanks and best regards.
Hey there, look's like it has potential, personally in my laptop goes kinda laggy, i have a i7-8650U with 16 ram i don't know why it happens, in the other hand i would like to suggest some kind of magical shield or parry if you want to keep the fight system, if not, could you tell us how you want to change it?
I'm sorry to hear about the lag. Further optimisation will be a priority in upcoming updates as well!
I very much like the idea of a shield.
So, to narrow it down, I plan on combining the difficulty of a Soul's game with the stylish aspects of the NieR series. Combining them both to create a unique combat system.
I plan on adding shield bashes, parries, air attacks, dash attacks, dive attacks and much more. Please stay tuned!
Thank you! And yeah, the combat is the first thing I'm going to change, right now it is very very basic, but my excuse for that is that I was very close to the deadline lol. But yes, the combat will be updated first thing in the next update.
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Seeing the "you've completed the demo" screen was the most heartbreaking thing ever, I cant wait to see where this project goes!!! it clearly has been made with a great idea in mind and passion, the goddamn UI man its gorgeous, the quest system, the hinting system, the inventory system, dialogue system and many other things are all well done, of course it has its issues but its an alpha release afterall, cant wait for the updates for the improvements, expansions and new features!
The movement mechanics have now been greatly improved! After polishing it up a bit I will be moving on to the very acclaimed combat system!
These 2 updates will NOT be put into the current alpha version of the game however, instead it will be in a future version of the game!
Please stay tuned for further updates!
BTW, I noticed that calling this current version a Demo is incorrect so I've gone ahead and changed the naming to Alpha instead.
I'm going to be completely honest.
I think calling this a demo isn't accurate, since normally a demo lets you try at least the first level of the game or even tells you some of the story. This feels more like a checklist for a school assignment. "I see it has a tutorial, some enemies, an NPC with a quest, a boss, a basic inventory... thanks for your work, here's your grade." I don't know what to expect from the game because it doesn't show or tell me anything that differentiates it from a "school assignment." I don't think I can give much of an opinion about the story from the introduction alone, but the protagonist raises questions for me: why does she look like a vampire or demon girl or something, if the introduction talked about a queen who was about to be killed or something? Again, there isn't much to go on regarding the story, but it felt weird to me. Maybe I'm wrong about this because of the lack of context.
Some issues I encountered with the game were the motion blur, which honestly is more annoying than aesthetically pleasing. Combat feels clunky, as rolling requires double-tapping the same button, which can be annoying if you just want to walk. The character's attack range isn't intuitive: I have to be practically glued to the enemy to hit them with a weapon that seems quite large and doesn't deal area damage. Combat doesn't feel fluid at all.
The minotaur boss presents a problem: being so large, having a small weapon, and the character being small, if you stand too close to it, it can't hit you, but you can hit it. You can also avoid its attack simply by gaining some height. Another bug I noticed was that when walking, I often couldn't jump at the same time—sometimes I could, sometimes I couldn't. Also, for some reason, if I equip a weapon and then unequip it, the damage stat stays the same, although it does change when switching weapons.
So much for the bugs or issues I encountered. Overall, I don't think this can be considered a demo or a good beta. I still feel like it was a school assignment based on a checklist. And I don't see it from a teacher's perspective... but from someone looking for something fun or eye-catching, but I didn't find anything that really caught my attention.
Last but not least, it's an opinion without any intention to offend... It was just what I felt when I tried it, you see what you want to do with what I said.
P.S. This was the only game in my life that ever gave me a blue screen. And it was only because I rolled the credits.
Since you're being honest, I will be too.. This is, in fact, a school project and was made with very little time. I acknowledge that the game may not be perfect, but I'm not sure what you're expecting from an indie developer who has just emerged a few weeks ago and created their first game.
I'd also like to clarify that I did not add any motion blur to the game, so I'm not sure where that is from. And I cannot pester enough that the Combat was the last edition, and it will be the first thing that will be updated.
As for the rolling, it's inspired by the Terraria dash mechanic, which I think works well. What would you have suggested the key for the roll be? The shift? That's for the sprint, the Ctrl? That's for the crouch, the "R" key? Already tried that, and thats frankly tedious and annoying to press every time, and not very easy to evade in quick succession. I suggest you try it and see how you feel about it.
Again with the combat mechanic, I have come forth and said many times that it is meant to be basic at this stage. This is like criticising the first ever Minecraft release and being annoyed that the controls are basic, yes, I agree it's basic, that's what updates are for, everything will be improved, this is the first version released of this project.
Also, I'm aware of the minotaur, it's not that he's large and has a small weapon. When he stands on a slope, it's a bit harder for him to hit you, because yes, the character is small. This ratio of collision will also be addressed in future updates.
I'd like to clarify again, this project was my final year submission for school, so in hindsight, I may not have had the leeway amount of time a usual indie developer does. I am still a student developer as of now. I am glad you are being honest, but please consider having the same amount of consideration as the other comments had, a small search of my account would be noticable that this was my very first release.
Additionally, I have not gotten any crash reports, let alone blue screen reports as of now, so thank you for bringing this to my attention, if it's not a bother, if theres any way to view the crash report log i'd like to have a look at it and find out what caused the blue screen.
In conclusion, I very much appreciate your feedback, but insulting it because you may have thought it was not a school project is a little insensitive. Again, I appreciate your support. Many thanks and best regards.
Hey there, look's like it has potential, personally in my laptop goes kinda laggy, i have a i7-8650U with 16 ram i don't know why it happens, in the other hand i would like to suggest some kind of magical shield or parry if you want to keep the fight system, if not, could you tell us how you want to change it?
I'm sorry to hear about the lag. Further optimisation will be a priority in upcoming updates as well!
I very much like the idea of a shield.
So, to narrow it down, I plan on combining the difficulty of a Soul's game with the stylish aspects of the NieR series. Combining them both to create a unique combat system.
I plan on adding shield bashes, parries, air attacks, dash attacks, dive attacks and much more.
Please stay tuned!
Nice Demo, looking forward to see how the combat mechanic evolve
Thank you! And yeah, the combat is the first thing I'm going to change, right now it is very very basic, but my excuse for that is that I was very close to the deadline lol. But yes, the combat will be updated first thing in the next update.
Demo was quite fun, would be interested to see how the game progress and how the story line goes
Thank you for your support. I can't wait to show my ideas in the future. Honestly, please stay tuned!
A friend showed it to me and there is potential, but good potential, I love it and keep it up!!
Thank you! I'll be sure to upgrade it even further in the future
It's so peak omg
I'll be looking forward to whatever updates you make
I'm glad you liked it!
Future updates are gonna be even more exciting (can promise)
Fun demo, looking forward to next updates!
I'm happy you enjoyed playing!
I'm excited to get started on making the new updates!