Sword Reverie
Melee style doesn't fit VR, needs work.
I enjoyed the demo but there are a lot of things that need work.
My biggest issue is the melee combat. Having my sword go through an enemies head and do nothing is a big no-no for me. In a 2d game, sure, but in VR it needs to feel more solid. Imo it should be my main goal to parry and block enemy attacks while simultaneously trying to stagger my opponent, (maybe a correctly timed parry should stagger enemy leaving them open to a critical hit) then I focus on an accurate clean swipe that does significant damage. A headswipe that beheads the foe for example.

Anyway... you have my attention with this demo.
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immefrank  [Разработчик] 5 фев. 2021 г. в 15:39 
Thanks for your interest in our game and thanks for the feedback. We will keep it in mind for future changes :)
I agree that the combat system was my biggest complaint, but I have no idea what I didn't like about it. It just didn't feel satisfying to me.
Автор сообщения: Blah64
I agree that the combat system was my biggest complaint, but I have no idea what I didn't like about it. It just didn't feel satisfying to me.


Think it's that the enemies move slower than molasses...? Or is it just that melee is unrealistic in every VR game....?
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Сообщения 13 из 3
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