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I would love to see other playable characters, Parn especially.
If it's doable some Voice overs for certain events would be amazing as well.
[3]A boss rush mode?
[4]Will this go to the PSN and X-Box?
2. Every single ground enemy (except bosses) can be defeated by floating over them and attacking downward. I would love to see every basic enemy have multiple different attacks. I would also love to see each enemy get different increments and methods of movement.
3. The bosses use the exact same moves in the same pattern over and over. I would love to see them randomly switch their attack pattern, and have a couple extra moves per boss. As it is, the bosses are too easy regardless of the damage they do, because it's always the same moves in the same order every time.
4. I would really like to see different types of ranged weapons, because the bow is not fun to use. Like a boomerang, whip.
5. Switching between the spirits is fun, and I'd like to have more of that, especially at high speed.
* Movement is smooth and fluid, the animation is top-notch. There are lots of nice details with the various character animations, such as when you turn around. The game looks beautiful and feels responsive to even my clunky controller.
* Arrows could use some re-working. They are difficult to use properly; at least with my controller it was challenging to aim accurately. Could there be a setting to change the sensitivity of the arrow aiming? For the ricochet sections, a line showing the arrow path would be great, that way you can more accurately line up shots. It's also difficult to aim arrows while floating with the Wind spirit - adjusting your aim up and down also changes your altitude. Additionally, I've found that you can often glitch the arrow sections by firing very close to the rope on the wrong side. That is, you can spam arrows in certain places and the collision registers it as an arrow strike when that shouldn't be possible.
* Additional text to explain the Spirits and how they power up as you kill enemies. Even as a menu item explaining game information would be helpful.
* Additional ways to heal outside of potions, save points, and maxed-out spirit levels, though I think this is intentional. It's nice that you can regenerate when you switch to a level 3 spirit. Are there additional spirit types or only Wind and Fire?
* A way to zoom in the map and move it around would be nice.
* Will armor and accessories be options in later updates? Better inventory management would be lovely.
* I like that the bosses have patterns you can exploit with Spirits - being able to Guard against certain damage types is innovative and adds a nice dynamic. However, I was able to defeat Pirotess by spamming Will of the Wisp - there's no current cooldown for the spell so you can repeatedly cast it before the previous casting is finished.
* Are breakable items aside from barrels going to be a feature? I feel that breakable things (candles, whatever) is a staple of the genre for gaining money and items.
* Could you add an animation for Deedlit's 'backslide'? I know it's a teleport/blink, but it's not exactly apparent to new players that you are teleporting / blinking backwards. Adding a sparkle that moves backwards would help sell the design.
* Could you add an in-game menu for various options like sound, graphics, etc?
* Are voices going to be added later on, whether Japanese and/or English? Adding Deedlit voices for various actions (attacking, injury, death, magic) would be great.
Overall I loved the early access portions and can't wait to see more. This was an instant buy and I've recommended it to my friends. You guys nailed the important aspects and seeing the characters again is amazing.
Now requests:
1st and main. Make this game BIG! I don't know how big this game were supposed at first, but please... make it big. It's like a very tasty exquisite wine, we want to taste it fully and come back to it - it's too gorgeous and fun to be short! It needs lots of locations, bosses, different spells and weapons, replayability.
Extend game developing, if there is not enough resources - make kickstarter, find investors, increase released game's price - do whatever needed, but please, make this game big. Q^Q
For more speсific things:
- to increase replayability -
1. Game modes: Bossrush mode, Gallery mode (would be nice to have something similar to fighting games - we got some currency each time we kill enemie or boss and can unlock arts in gallery for that said currency), New game mode, Nightmare mode (something like in Hollow Knight - bosses become faster, more aggresive and have crazy extended attacks - like saying: "we would not give you even a second to chill". I want to fight Nightmare Pirotess =) )
2. Challenges: It would be nice to have something like Salt And Sanctuary system, where you can choose some specific conditions or all of them for your playthrough. Iron mode (you die - you lose your save), No leveling mode, Only weak beginning weapon mode, No magic mode, etc.
3. Enemies and bosses loot: Some enemies/bosses droping specific weapons or spells would be nice.
4. Additional playable character - Pirotess (at least in DLC)
- gameplay -
As some people were mentioned that bow and spells may be used for cheese, I have some suggestions:
1. Spell casting (chanting) - instead of happening in "time stop", make chanting it real time and that you can be interrupted if you got hited. Not only it would be more accurate lore wise, it would also adds depth in combat and prevent cheesing. Some spells (with low damage) may be almost instant. And some spells (powerfull ones) may have long casting time, so you should know the best time to use them (while boss in a big opening).
2. Spell switching - current version kinda uneasy. I suggest to use something similar to Vargant Story or Odin's Sphere - having sort of spell/skill slots, which you can customise with spells/skills. Whenever you'll press "use spell + down" = use 1st slot spell, "Use spell + nothing" = 2nd, "Use spell + forward" = 3rd, "Use spell + up" = 4th. Something like that or similar concept may give you more cotroll and fun over your magic.
3. As an optional idea for spellcasting/bow - make mana regenration slow and make it regenerate from melee hits.
4. Just a bit ideas for spell diversity. Spells to buff running speed or damage. Spells for low hp high damage glass cannon. Skills for defence, which have i-frames (may be balanced with very high cost). Spells that help you positioning yourself fast (as example - wind blow throw you fast in an horizontal arc, or something similar to how Nanase extends her mobility with wind specials in Under Night). Controll spells (short stunlock for enemies or gather them in a pile, wind spells to throw projectiles back).
- design -
1. UI - make a Deedlit portrait in "status screen" - that will greatly increase affiction to character. I suggest to differentiate "status screen" and "items screen" and make map on the sepparate button.
2. Optionaly - make dialogues to have portraits. Deedlit really beatifull character, would be nice to see her closer more often =)
Sorry for the long comment, I hope something would be helpfull. <3
2. I had no issues with it and I liked how it was similar to solving a puzzle. You also don't have to hold the bow to fire it and in most cases, I bet your melee weapon is a better choice for hitting enemies high and low.
3. "Flying" only boosts you a certain height above the ground, it isn't meant to freely go anywhere on the map based on what we've been given so far.
4. Higher level wisps already give you damage boosts. Level 3 does a lot more damage than level 2. Level 2 does a lot more than level 1. You even get extra elemental range from the tip of your weapon with higher level wisps, in addition to the healing of level 3.
5. Buy potions at the shop. Go back to a save point. That's how you heal other than the wisps.
6. Save points are usually not far away from items or bosses? There's also quite a lot of save points just in the first stage. It's not a difficult game, auto saving is not necessary at all.
8. That's how leveling up works :)
11. Wow, I thought she moved pretty fast especially compared to many other games in this style?
12. I had no problems quickly farming cash to buy all the swords and half the bows. You can use the 2 enemies right outside of the shop next to the room with the barrels to farm level up blocks for your spirits to farm money because they both die in a single shot. Not far off there is a door with 3 enemies you can respawn to make money a little faster than the one next to the shop.
14. Yeah, you definitely did not play SotN because she's certainly not a carbon copy of Alucard. A little inspired, but besides the walk, turn, and jump animations, all the rest are completely new. Her dash, slide kick, magic, bow, and melee attacks are all quite different.
Haha... small world to see another from the FGC here :)
I put in 110 minutes. Within that time frame I was able to level to 12, buy all the swords and half the bows, collect all the available items, explore everything possible and beat the bosses multiple times. It was at a leisurely pace, checking out every nook and cranny. I played this in wine-staging 5.3 with DXVK on Linux. It ran PERFECT, so at least there shouldn't be any issues with Linux gamers. The store page says it requires OpenGL and no mention of DirectX, is that correct?
Just some thoughts:
1. The game is a bit too easy as soon as you gain your first spirit. To balance it out I think removing the spirits auto heal feature would add a little more challenge and essence of danger. They already boost your power for each level which I think is enough as it is. I never felt like I was in danger and it was easy to get them back up to level 3 if I took some damage. I do like the balance of a hit lowering the level by 1 for each, it gives you a lot of incentive to not take damage so you can maintain your attack power. There are plenty of save rooms to heal up if we need it and we can buy potions to heal outside of save rooms.
2. Wisp magic does way too much damage. Pirotess was destroyed in 2 or 3 summons and there was no challenge because of that! Not only do they do a ton of damage, each hit also nets you spirit cubes which restores any experience you lost from getting hit, so you're not only dishing out a huge amount of damage but gaining back a level for your spirits. Perhaps if it's going to be this powerful, it should cost a spirit level and force the player to decide to use a massive power surge or conserve your spirit level for stronger attack and defense. Might also consider nerfing gaining spirit experience from magic and make that strictly melee, because you're almost guaranteed a level from 1 wisp shot. I felt like I had Power of Sire and a Duplicator in SotN end game, that's how strong it was. Too much!
3. Inventory management, please. I'd like to be able to sort weapons by new, type & strength, type & speed, or a custom arrangement that I set myself.
4. The game looks lovely! But, once you leave the forest and enter the castle interior everything looks really flat. Perhaps a little parallax can go a long way? Please, because it's too good looking to go from depth to flatness.
5. Directional attacks. They're great! But, because you can attack through floors, there is no danger from enemies on platforms since all I have to do is jump up and hit them from underneath, through the floor. Perhaps add a hit detection to platforms and the environment to not allow your weapons to go through. A nice "clang" sound if you hit a wall or floor would be enough to let you know you can't hit through it. There's almost no reason to have a wolf or goblin on a platform above me because I can kill it from below and safely jump up to the platform. There's many parts in the first stage you can do this in and the point of having enemies protect the platform above you is to stop you from progressing up to that platform without a challenge. Enemies are there for a reason! Make me work for that platform! On the other hand, enemies on platforms lower than me are much more dangerous because I can't safely attack downwards from a distance, I have to jump down! THAT's good, and it should be the same risk for going upwards :)
6. Elemental guards. They're great! I love the concept, but they should be for elemental attacks only. For example, the lizard man in the castle interior, I can switch to fire and just walk through him. I'll never take damage, and he won't take damage from me either. I think that's a flawed concept. When he blasts a big fireball, switching to fire to guard makes sense. But walking though him, not so much. Lizard man being strong against fire and weak to wind is a good concept, but a physical "bump" into the ol' bugger should still damage the player. The gargoyle shoots fire attacks, but if you bump it, it still damages you.
7. I really want to shoot an arrow into a wall and then jump off it. Anyone else?
Some great things:
1. Controls, they're perfect. It's impossible to want more from how responsive they are. I played this on an all button hitbox style controller and an arcade stick. This game will translates very nice.
2. Little details mean a lot! The extra elemental effects based on level when swinging a weapon are nice, and the differences between fire slide and wind slide are good, too! Deedlit's cloak changes color based on the spirit you use! Enemies are detailed and the animations are very good! The art style is consistent and it all blends together perfectly! Arrow ricochets off metal! There's quite a bit of thought going into this game.
3. Two bosses in and they're nicely varied. Keep up the good work, boss battles are important!
4. Directional attacks!
5. Using elemental barriers and varied elemental enemies to keep the player on their toes.
6. You have candles and torches all over the place, mucking with my brain! I keep trying to hit them hoping they'll drop something, and you can't! It's HILARIOUS to me, because it's not a Castlevania game!
Some feature requests:
1. Option to make the UI transparent to X percentage.
2. Some tools to mod the game a little. I'm sure there are people who'd love to make some custom sprites for it :) Music is already open so it looks like it'd be easy to swap in custom ogg files.
I have to mention that I really, really love the Ikaruga-style spirit type swapping to avoid different attacks and deal more damage to enemies. The spirit power-level system also deserves praise. Though to be entirely fair, I think that including more spirits beyond the first two could make this extremely hard to keep track of during heated battles unless there is a dedicated interface for swapping between them in a hurry.
Aside from this, the only improvement I can possibly think of is to slightly change how the bow behaves to make firing arrows at an angle after running or dodging a little easier. I noticed during the Pirotess boss fight that it was a little clumsy to aim up in the air between evading her attacks.
Overall it's shaping up to be a phenomenal game and I can hardly wait to play the rest of it in July.