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I had to remove the footsteps from the zombies in the last patch as they weren't working correctly and causing performance issues when the zombies were spawned in by the end boss. Going to find a new solution for the footsteps as well as increasing the volume of the zombies alert sounds so the player is more aware of them. I could also make the windup on their attack longer but make them deal more damage if they land a hit, so you have a much better chance of avoiding their attacks but if they do land a hit it will deal more damage.
Yeah the crossbow will be getting a buff overall, less arrow drop as well as dealing more damage to enemy torsos/legs. As well as dealing more damage to armor.
Yeah the axe becomes more of a fallback weapon though combined with the mana siphon spell you can harvest a bunch of mana and then go wild with the axe heavy attack, taking out a bunch of enemies. You can charge it while holding up the shield as well so you can mitigate taking damage while waiting to get a good charged shot in to one-shot an enemy. It will be better against the zombies when I lengthen their windup for their attack.
Yeah there's not much time to use it currently but I will be re-adding the custom game menu soon which lets you replay the game with any weapons/spells you want as well as gameplay modifiers.
I'm going to go through and add more alt-ammo for the weapons since it's quite lacking, that should fix the issue I think.
The mana shard is great for stunning enemies, combined with the pistol you can do a quick kill on quite a lot of enemies if you stun them with the mana shard then get a headshot. Same with the first charged attack with the mana shard, you can send out an orb which is useful for stunning multiple enemies, leaving them open for a one hit kill with the axe or pistol if you hit them in the head. Even more so if you enable slow mo, you can chain a bunch of kills together quickly. And tbf the second charged attack, it makes very quick work of pretty much any enemy, especially knights. It will eat through them in a second or so.
Very much agreed with this, it's on my to-do list to make it function better. It currently uses particle collisions which I've come to learn are quite inconsistent. I've got an idea on how to fix it so it's range is better and it's collisions are triggered properly so it feels a lot more useful. Also on my to-do list is to make it more obvious when the spell is colliding with enemies, so they'll have an emissive texture fade in, so you know you're cooking them alive 😅
Definitely agree with this as well, I'm tempted to move it earlier in the last level so you get more of an opportunity to use it. I initially had plans to have the player able to upgrade the spells so you could improve the length of the undead chaps lifespan, as well as allowing it to regain lifespan when it kills enemies. I might just increase the lifespan overall since these upgrades are no longer in the game.
Nah I'm all for constructive criticism, it really does make the game better overall and helps me focus on what needs to be improved. It's very easy to get tunnel vision when working as a solo dev.
Just had a lot of criticism lately which is mostly just people wanting the game to be entirely different and built specifically for them. Which pisses me off majorly as it's not about one singular persons experience and tastes. This feedback you have left is spot on, it highlights what's wrong with the game without you asking me to make the game into something else entirely. So it's very much appreciated, so thank you <3
If Civvie did a video on the game I think I could die happy 😅 Thank you for playing the game and again, thank you for the feedback.
Thank you for what you have made here for a seemingly-undeserving crowd. I am sorry to hear you have been receiving so much unhelpful criticism lately, and I want to state again, what I loved about the game VASTLY outweighed what criticisms I did have for it. Never did I find any of the balance issues I had with the game ruining or majorly bringing down my experience. I can just see that with some tweaks and re-balancing, this game can go from excellent to almost perfect.
And try not to feel too pressured or rushed. As they say 'let them cook'. I definitely believe in the sentiment that game devs are people too and given time can produce amazing products like this one. You keep killing it and we'll keep playing.
I feel like spells currently feel a bit weak- bullet time is almost always a better use of your power. Either allow for more mana recovery from corpses (encouraging us to use spells more, making it less risky to expend mana), or buffing the spells themselves. I feel like magic is fun, but we're constantly discouraged from using it because it runs out so quickly, and while it doesn't achieve all that much in most situations, getting attacked by armoured enemies is not fun when you don't have mana and often results in game over. So of course, we don't use our spells in combat, except against armoured enemies.
It might be worth considering adding mana regeneration up to a certain amount, so that we always have enough to cast one volley of mana crystal.
Otherwise, this game is amazing, it feels like a genuine classic in the making, and I do agree with a few tweaks this game could definitely be up in the pantheon with Dusk.
I've just spent this morning buffing the crossbow, it now does much more damage in general and a tonne more against armored enemies.
Will look into making mana more plentiful as well.
Thanks for playing and for the feedback :)