ENDER LILIES: Quietus of the Knights

ENDER LILIES: Quietus of the Knights

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Axe Dude Mar 18, 2021 @ 12:38pm
Dodge Mechanic feels off.
I was absolutely blown away by the art direction. the controls and animation look great for a game that's still in early access. However, there's something off with the dodge mechanic that I can't quite place.

Dodging just feels weird every time I use it. Part of of is the animation. Most games makes your character roll then stand up or a make a quick dash leaving behind small artefacts behind your character. while the character is standing or recovering from the dash, there's a short pause so you don't abuse the dodge mechanic.

In ENDER LILIES the dodge looks like you character is just jumping on their stomach then the pause feels longer than it should, or maybe the animation of standing up looks like its taking to long. it makes the dodge just feel unsatisfying.

Again, the controls feel great. But the dodge and some other small details are just missing that secret sauce they need. like the screen shaking a tiny little bit after a kill or landing a hit, or the dodge not feeling as smooth or great as it should.

I Like this even though I haven't played that much yet. I'm rooting for you guys.
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Showing 16-27 of 27 comments
Kaein Mar 22, 2021 @ 5:08pm 
Originally posted by ステームビン:
@Kaein
LOL, Lily doing a naruto run?

was thinking less of a naruto run and more of like when kids tuck their arms close to their sides and run underneath jungle gyms and stuff.

Only thought of it watching my nephew do that.
nerdsareawsome Apr 24, 2021 @ 8:17am 
talking about dodgeing being weird (this was a while ago but oh well) the i frames you get from it are... strangely placed. I dont want anything about it to change i love it where it is, and what im about to say isnt meant to mean its a problem i just wanted to know if its intended. but you are invincible almost instantly but the end of it (when shes on the ground) your not, it seemed weird just because of how the animation worked, like it fits well with combat because dodge too early and then your vulnerable, also if you keep dodging your not just invincible forever. it just seemed to look strange, like it felt like it should be the other way round.
Xanzibareus  [developer] Apr 26, 2021 @ 3:59pm 
Originally posted by Kaein:

was thinking less of a naruto run and more of like when kids tuck their arms close to their sides and run underneath jungle gyms and stuff.

Only thought of it watching my nephew do that.
Thank you for expanding on that! I've clarified the suggestion in our notes.

Originally posted by nerdsareawsome:
talking about dodgeing being weird (this was a while ago but oh well) the i frames you get from it are... strangely placed. I dont want anything about it to change i love it where it is, and what im about to say isnt meant to mean its a problem i just wanted to know if its intended. but you are invincible almost instantly but the end of it (when shes on the ground) your not, it seemed weird just because of how the animation worked, like it fits well with combat because dodge too early and then your vulnerable, also if you keep dodging your not just invincible forever. it just seemed to look strange, like it felt like it should be the other way round.
Thanks for adding your thoughts on this - I'll add it to our notes for consideration.
500rajbl Apr 28, 2021 @ 6:57am 
This is a suggestion that has already been made, but I strongly agree that we need an animation that knights supports Lily's strenuous action.
As stated on the store page, the contrast between the "innocent girl and the immortal knight" is one of the most visually striking aspects of the game, so it looks a bit unnatural for Lily to be jumping high and landing from heights on her own.
Xanzibareus  [developer] Apr 28, 2021 @ 2:27pm 
Originally posted by asdfasdasgdgas:
This is a suggestion that has already been made, but I strongly agree that we need an animation that knights supports Lily's strenuous action.
As stated on the store page, the contrast between the "innocent girl and the immortal knight" is one of the most visually striking aspects of the game, so it looks a bit unnatural for Lily to be jumping high and landing from heights on her own.
Thank you for adding your voice! You're right that it's been suggested, but we are keeping track of everyone who asks for a thing and I've put a +1 in the notes.
Lucent May 2, 2021 @ 8:58am 
What about a spirit pulling Lily out of the way as a dodge animation? Just throwing ideas out there
rnaD86 May 2, 2021 @ 11:28am 
Originally posted by Tsukiyo:
What about a spirit pulling Lily out of the way as a dodge animation? Just throwing ideas out there

+1, Dark Witch Elaine likes to teleport around so it can be her power?
Asakura Shinichi May 2, 2021 @ 12:45pm 
Originally posted by rnaD86:
Originally posted by Tsukiyo:
What about a spirit pulling Lily out of the way as a dodge animation? Just throwing ideas out there

+1, Dark Witch Elaine likes to teleport around so it can be her power?
But that would make dodge only possible after beating the 3rd major boss. I think the current dodge is perfect, ive already seen people beat all bosses with no damage taken with this dodge and i think it fits the narrative perfectly as its a little scared girl with no combat training. In fact of all souls like and metroidvanias i played this one is by far the easiest, to the point it kinda makes it anticlimatic, and thats also a point against tinkering with the current dodge mechanic, once again it fits perfectly the narrative and its enough for how easy the game is.

I do agree though on the knight being a support to her, letting her jump high or land from high places naturally dont fits the narrative too well. In Under Party a ryona type game you had a part where the main character was accompanied by another girl with a gun, she could not jump high or jump from high places, and for that you had to actually carry her. Adding something like this to the game where Lily is more depending on the Knight or other spirits would bring out a lot more flavor from the narrative, but gameplay wise it would not need to actually change anything in how high she can jump or drop down, its just more an animation change not gameplay change.
Last edited by Asakura Shinichi; May 2, 2021 @ 12:50pm
erobotan May 3, 2021 @ 12:45am 
Originally posted by Cogigo:
Maybe it would help to make the dodge also something magical like the double jump. Maybe one of your spirits carrying or placing you to the side gently. It could look graceful. The spirit making shure that Lilie wont get hurt but super gently looking. Maybe her knight could do it?

It could look so cool. I want that now. lol
maybe making this a skill instead of replacing the current dodge mechanic
Xanzibareus  [developer] May 3, 2021 @ 3:25pm 
Thank you all for providing feedback on this. I've added your support of these ideas to our notes!
LuckyToShoot May 6, 2021 @ 7:26am 
I feel like the dodge animation for lily is about what i'd expect, she seems delicate, and she is more like a priestess than an actual combatant who's experienced in combat, nor trained for it, and the belly flop makes sense imo in this case, it'd be weird to see lily do dodge roll like kratos in god of war.

like it'd makes sense if the spirits themselves can do dodge roll and proper dodges, but not lily. Tbh, best way to do it I think would be show one of her spirit to assist her in her dodges.
Last edited by LuckyToShoot; May 6, 2021 @ 7:27am
Xanzibareus  [developer] May 6, 2021 @ 12:50pm 
Thanks for adding your voice, LuckyToShoot!
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Date Posted: Mar 18, 2021 @ 12:38pm
Posts: 27