Pine
BLÀde Oct 12, 2019 @ 1:43am
wow the battle system SUCKS in this
i played this for 2 hours and couldn't stand the slow clunky battle system any longer and got a refund. another great potential game ruined by a bad system.
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Showing 1-15 of 31 comments
pearsanity Oct 12, 2019 @ 3:30am 
Could be better, wish they change up the style between the sword, Hammer/Mace and axes you acquire and a bit of noticeable diversity with enemies(Frontline and range), but its functional and pretty fun. The leaping slash allowing you to both dodge and attack(with timing of course based on hit box), to slide kicking and following up a vertical slice still cool and effective.
DeadSilent Oct 12, 2019 @ 8:13am 
I've been using the Bow exclusively. The dodge mechanic is tied to the sprint button which makes it awkward to use, and the shield feels all but useless since most enemies spam their unblockable attacks during combat anyway. It's also darn near impossible to Melee during raids if you go with Fox Allies as they bomb both you and your target indiscriminately.

Bow + Crippler Arrows + Headshots = Win. Just make sure you have plenty of food to refill your stamina bar.
Terhali Oct 12, 2019 @ 8:25am 
Combat System ist unbearable, if you play any good Action RPG before. I like Indie Games, but...
76561198381440847  [developer] Oct 12, 2019 @ 8:28am 
Is the main problem here that it feels unresponsive? Would allowing the player to block or dodge during an attack fix the entire system or are there more fundamental issues here?
Martin primarily its clunkiness in my opinion is that you are fixed into overly long animations, animation cancelling would fix all of that.
76561198381440847  [developer] Oct 12, 2019 @ 8:33am 
I think once we iron out all common bugs + performance issues we'll try experimenting with combat changes if this is a big issue for a lot of people.
DeadSilent Oct 12, 2019 @ 8:52am 
I would also suggest adjusting the frequency of unblockable attacks. The mobs literally spam them, making the shield all but useless in most cases. Also, please consider separating dodge from the sprint and have it set as a separate key. This would also make a world of difference.

I've noticed the dramatic and slow-mo overhead jump slash does zero damage when it connects if the opponent was hit by the initial attack or has been knocked down. This drags combat out a bit and seems silly that a prone or staggered enemy is invulnerable to the follow up attack.

I have a Logitec G602 gaming mouse and not being able to use 4 of my 6 thumb buttons is disappointing. Will you add more support for this in the future?

Aside from my frustration with the Observatory puzzle design, I'm enjoying the game a great deal. Keep up the fantastic work!
Tiberius Oct 12, 2019 @ 9:00am 
For me the biggest issue is the wait time between hits. You hit once then have to wait several seconds before you have another opportunity. Also, it is unclear (at least to me) when I can strike without being counter-attacked
<Error> Oct 12, 2019 @ 9:08am 
Personally I don't mind not being able to animation cancel. It's a design choice I'd think that makes things more difficult in a sense that you need to keep an eye out for what you're up against and time things appropriately (irl it's pretty difficult to cancel the momentum of a swing)... that being said, enemies kind of just spam attacks and don't give you much room to really time anything. It seems I'm reduced to doing a quick stab, dodge dodge dodge dodge, stab and repeat.

The shield seems entirely useless. I tried using it against several enemies and each time they blew through it immediately. I don't use it anymore (and I just started playing). A shield bash or something would be neat, to temporarily stun the enemy allowing you to get more hits in maybe or something.

Enemies need to be better telegraphed. Can't really tell what's going on and when I do, it's often way too late to do anything about it (because of the lack of animation cancelling).

The combat really isn't fun in this game at all. It's rather tedious and almost seems designed intentionally to deter the player from entering combat at all... which I don't think was the intent.

Also, a question regarding enemies since I'm still starting out.. are there more enemies (not neutral creatures that run away) than just the 5 races and Bleakers? So far I've seen nothing else as I scour around the island.

Where's the sea monsters? I expected a "dun-dun-dun" scare from a shark or something when entering into the sea... but after a little bit I got bored and just swam back to shore. Unfortunate too that you can't swim underwater. Edit: I couldn't help but think of my time in ARK Survival Evolved EA and when entering the river, the shear terror I felt knowing I may be surrounded by piranhas and devoured in seconds if I wasn't quick enough... though sometimes that was necessary to evade a larger threat like a raptor... and that fear was exhilarating and very fun.

EDIT: Additional note about Shields - The game finally notified me about timing my shield block to do a special attack. So that's when I noticed the birds attacking me sometimes had a red telegraph and a yellow telegraph. The red I assumed was unblockable, but the yellow wasn't. Correct. I timed the block on the yellow attack... and while I blocked and successfully unleashed the special attack, the bird actually went through me and my special attack hit the air behind him... What the hell is the point of that?
Last edited by <Error>; Oct 12, 2019 @ 10:02am
VideoJones Oct 12, 2019 @ 9:22am 
Originally posted by martin:
I think once we iron out all common bugs + performance issues we'll try experimenting with combat changes if this is a big issue for a lot of people.
I think a dodge cancel would fix a lot of the clunkiness. I haven't had a huge amount of time to experience the combat as most of the time I've had the game open, I've been busy. It doesn't seem too bad though just needs a bit of polish.
Rikze Oct 12, 2019 @ 9:26am 
its not that bad when you get used to it, it felt abit clunky in the start, but after 8 hours, then im enjoying it alot
Arandur87 Oct 12, 2019 @ 9:28am 
I nearly finished the game and I agree, that the combat system feels way to clunky.
Animation canceling would certainly help a lot!

I do like the "parry" (perfect block or whatever you wanna call it) and the sprint-attacks you can organically throw in the fight, but beeing locked into combos, when you allready clicked and the enemy fires off a faster attack and you can't do anything to dodge/block is not a fun experience.

At some point in the game it doesn't matter anymore, because you 2-3-shot everything regardless, but the early game feels frustrating and I can understand, that plenty of people ge a refund because the first fights feel horrible.
Last edited by Arandur87; Oct 12, 2019 @ 9:30am
Edible Eyebrows Oct 12, 2019 @ 9:32am 
I may be wrong, but it feel like there is no input buffering (if thats the term) which adds to the feeling of clunkiness.

For example if i want to block immediately after a jump attack I can hit the button at what FEELS like the right time, yet my character will just stand and do nothing as I had hit the button a frame or two too early. Many games allow us to queue the input toward the end of an animation.

Personally I think the slower pace of combat suits the game and simply speeding everything up and making things more fluid might rob the game of some charm.

Séveki Oct 12, 2019 @ 9:35am 
My biggest issue with the combat is that you don't seem to be able to change direction as you strike, let alone when you chain simple attacks. As a sidenote, I don't really notice that big of a difference between the different gear in terms of damage and damage absorption. Nor strike speed, etc.
the.butta.sauce Oct 12, 2019 @ 9:45am 
I hated it at first, too, but now that I understand it, I like it. I don't even have the shield equipped. I use dodging exclusively.
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