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But importent:
Bietet als deutsche Studio bitte auch eine deutsche Sprache an!
Es sollte eure Pflicht sein wenn ihr schon deutsche Gelder kassiert, wenigstens zwei Sprachen anzubieten.
Aber wenn ich mir den Müll anschaue, verstehe ich schon eure Aussagen, denn auch kleine Entwickler schaffen es, wenigstens zwei Sprachen anzubieten, wenn ihr Spiel gut ist.
Da hilft es dann auch nicht deutsche Youtuber zu bezahlen, die ihr Spiel hoch in den Himmel loben ;)
FOV would be nice too, feels far too narrow.
Disabling motion blur option would also be nice.
agree 100%
theres german text already?
Great work on the game! Overall, I am really enjoying it, but have a few suggestions that I feel are very much needed. I am an avid souls player and have played pretty much any souls and/or souls-like game I can get my hands on. Based on my extensive experience, I feel like I have a pretty solid understanding of what works and what doesn't in games like this, so here are my suggestions after playing appx. 7-8 hours on PS5:
1. Restore the player's health at the save spots. You could also replenish the healing items (berries) similar to other souls games, but I think the main issue is the health. By not healing the player at save spots, combined with the lack of any negative consequences from dying, it just encourages the player to suicide out when you are out of berries and down to a sliver of health rather than try to make it back to the nearest save spot. Giving up like this never feels good, and I think most gamers would prefer to strive forward and make it to the next save spot rather than doing so. However, without the save spot replenishing your health and/or berries, there is no incentive to do so.
2. PLEASE either increase the stamina regeneration speed or include some early upgrades in the skill tree to allow this to occur. I realize that the combat system is predicated on the player recovering stamina by dodging at the perfect time or performing perfect parries, but most folks are not professional gamers and are going to miss both a fair amount of the time. The result is the player having to step away from the combat area on a regular basis just to allow stamina to regenerate. If I were making the choice, I would probably increase the regen rate by 70-80% and provide at least one skill tree spot to improve it from there.
3. Regarding the parry system:
The parry window is too small given how crucial parries are in the game, combined with the speed in which many of the common enemies attack. This is particularly important with enemies that charge from afar (of which there are several) but in practice most of the enemies have one or two attacks that are very difficult to time. I like difficult games as much as anyone, but given how tight the parry window is currently, it just makes for a frustrating (rather than fun) combat scenario even after hours of practice. Personally, I would increase the parry window by another 3-4 frames.
4. Also reg. parries and ripostes, I would encourage you to increase the base damage done by ripostes. The energy regeneration system for parries seems to work just fine, but ripostes don't seem to do any more damage than a usual attack. In almost all souls games, ripostes either kill the enemies outright or at least do considerable damage to the more powerful ones. If you want to keep parries relatively weak, at least perhaps double the damage that is currently being done via riposte. This will allow the riposte to feel like more of an accomplishment, but still not kill the enemy outright. Given how frequent and difficult parries can be in this game, this is very important.
5. PLEASE include an option to remove the auto centering of the camera. This is something that many players have asked for, and it is very much needed in this game. I am often fighting the camera during exploration and it also causes me to get dizzy after awhile. THANKS!!
6. Lastly, I am playing on PS5 and it definitely needs some optimization. The frame rate fluctuates from appx. 45-60 frames especially in the open areas, which can create difficulties for the player in combat. Since it's running at 4k, I think the easiest way to solve the problem would be to provide one or both of the following options:
1. Performance mode with reduced resolution to 1440p.
2. Dynamic Resolution Scaling mode that keeps the frame rate at a solid 60, changing the resolution between 1440p and 4K to hopefully eliminate frame drops.
I think that either would likely improve performance drastically.
Thank you so much for considering these suggestions. I feel like this game is on the verge of being fantastic. It's fun at present and just needs some additional love to make it one of the better games in this genre. Thanks again for all of your hard work!!
Cheers,
H
+1 very much agree.
when you first unlock the "arcane blast", fill the player's meter so they can use it as the prompt that explains it would suggest.
I must say I agree with most of your suggestion and analysis except for this. Parry, in this game, is not and shouldn't be a combat ending move. It's supposed to lower the opponent's stamina and let you attack (depleting it further) without fear of retaliation. And, as soon as the opponent's stamina is over, he's dead, rather than damaged.
Parry is plenty strong as is; if anything, I agree that the window is pretty small (either that or most attacks aren't that well telegraphed or are just too fast), but you still have ways around it.
Making the parry window more forgiving+increasing damage on riposte would just be too much, IMHO.
Aside from that, my own personal suggestions:
- the two optional (mini?)bosses I fought 'till now had no stamina bar. Having a stamina-based combat system in place and then ignoring it entirely with (at least some )bosses seems kind counter-intuitive, especially when it could've made fights way more fun, rather than just "hack away at the bosses' healtbar".
- Is there a way to speed up the resurrection animation? I mean the one where Boji drags you to the altar, which takes a good 15 seconds to end. Especially at the beginning of the game, when you've not quite gotten the hang of fights, it gets quite irritating if you die often enough. Make it skippable, please (if it's already and I missed it, disregard this :P)
- Crafting. Ok, am I missing something or is crafting just a convoluted looting system? Except that instead of finding a weapon and equipping it, you need to go the extra step to find (or farm) a bunch of not-so-readily-available materials before you can actually equip it? How about making it feel more like crafting and let us customize the stuff we create a bit? Like, I don't know, swap around the weapon's skin with another or something to that effect?
Aside from that, I'm really liking the game. Keep up the good work! :)
I backstabbed an enemy on a bridge and accidentaly kicked him over the edge. As cool as it was now there is a shiny bag on a tree beneathe (deadly drop).
Shiny blue loot, tempting me... taunting me... It's pissing me off.
Maybe simply give player all the unpicked loot when they die.