Lies of P

Lies of P

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Dollmaker Jun 12, 2023 @ 9:36pm
Idk about the combat...
It just feels bad.

Dodging might as well be removed cause its essentially useless.

The parrying window is too strict, the enemies are hard to predict due to their robotic nature and animations.

The small enemies are no problem for the most part (at least now) but the stronger enemies are just a massive pain, that big black guard is making me seriously reconsider buying this game right now, the first boss was a hassle due to his patterns.

Speaking off, enemies and bosses constantly changing their attack speed in unpredictable manners isnt exactly fun, like said before, their animations due to their robotic nature makes it hard to react, cause it can go from 0 to a 100 in an instant.

Like idk what im missing here, im trying really hard with the parrying, but im just losing my patience at this point.
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this is the kind of game where you feel like you're missing some depth, you think there has to be something to the mechanics that you're missing... but there isn't.

the thing with variable attack windups leading into zero visible tell is strange because it was in Elden Ring, but nobody with a brain liked it there so I don't know why they'd copy it except that it's easy to not have to animate things lol
Ataraxia ♥ Jun 12, 2023 @ 9:57pm 
Dodging felt fine to me, only had an issue with the first boss where i'd get stuck on his legs. Parrying is not something im used to on the games I play so I didn't really explore it.
Last edited by Ataraxia ♥; Jun 12, 2023 @ 9:58pm
Dollmaker Jun 12, 2023 @ 10:59pm 
So, i finished the demo, definitely got more used to the combat and the idea of parrying, but still a couple of issues.

I think the parrying window could be a tad more lenient, i cant say much about the dodge at the moment since you can actually upgrade it (sadly only after killing the third and final boss of the demo...)

I mainly needs more polish, another suggestion is that the game should market more the Parrying and Blocking cause most souls players which lets be real, are the main audience this game appeals to, will likely try to rely on dodge like in Dark Souls, Elden Ring and even Bloodborne, which is not reliable, its clear this game is closer to Sekiro, focused far more on parrying and blocking as youre main means of defense.

I also noticed that dodging could be a tad annoying due to enemy's hitboxes blocking you, i primarily noticed this with the final boss, where i would get stuck on his arms, causing me to get hit by his aoe.


Other more random suggestions:
The Stamina Bar should be brighter, its too dark in color, its hard to pay attention to it while focusing on combat.


Anyway, this game definitely has potential to be an incredible Souls Game, but it needs some polish.
Lucifer_ Jun 13, 2023 @ 12:09am 
Originally posted by names are for friends:
this is the kind of game where you feel like you're missing some depth, you think there has to be something to the mechanics that you're missing... but there isn't.

the thing with variable attack windups leading into zero visible tell is strange because it was in Elden Ring, but nobody with a brain liked it there so I don't know why they'd copy it except that it's easy to not have to animate things lol
it's not as egregious in elden ring though because of fast dodge that you can chain together. apparently you can get chain dodge in this game and I bet you can later increase dodge speed and distance too and probably parry window as well. it works to give you a sense of progression but makes the beginning a chore to play. they have to balance it more.
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Date Posted: Jun 12, 2023 @ 9:36pm
Posts: 4