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We would be happy if you checked it out anyway. :)
All the best!
I am huge fan of Gothic 1/2 (top RPGs of all time), but they are old games and dark-souls combat is superior in many ways.
• Persistent save, puts more "consequences" to combat results & progression.
• High variety of weapons, with different movesets
• Slower paced combat, makes it more tactical and less twichy.
• Weapons with more "weight" to them.
Outward is the only game iirc that achieved a balance between the two. (the devs were somewhat inspired by old gothic series, esp having 3 factions)
But it had to trade deep/meaningful dialogue choices, killable npcs, etc for that. (since without manual saves player can quickly screw themselves up, etc)
Drova is an amazing project, and the teaser was impressive, but I did notice it has savegames which will jeopordize the combat imo.
So a question to the devs, have you ever considered having persistent save?
I know it's a tough call, and I'm curious if it was a price to pay other high priority features?
I agree with your analysis about Souls games and I think this is what set the person off that started this discussion. Our game is only "souls-like" in the sense that some of the combat mechanics are somewhat similar (stamina, timings, telegraphing). It's slower paced, tactical and requires players to manage their resources to succeed. There's no mechanic like "losing souls" or XP for that matter.
Ultimately, we want to focus on the RPG aspects, not the combat aspects. Dark Souls's RPG mechanics support the combat but the combat is the main focus. We decided for our game, the other way around would be more fitting. At the same time, we don't want a combat that is as janky as it was in Gothic, we want to improve on that, while maintaining all the role playing aspects we enjoyed so much in Gothic.