Grimlord

Grimlord

GrimBonez Aug 5, 2022 @ 10:35pm
feedback from demo
this has a great start, feels like theres a lot of promise here of particular note i like the feel of magic, the idea of forging and the feel and sound of parrying(seriously it feels so good to parry in this compared to other games)

heres some feed back from my time with the demo:

picking up items is tedious because you need a free hand to do. it which means your constantly taking your weapons in and out constantly. gets kind annoying. should be auto loot or a button press to pick up stuff up. at least the small items to your pouch.

lots of general wonkiness with detection and hit boxes. some times parries just fail to detect, or your in an awkward spot and enemies just clip through you and hurt you with no recourse.
picking stuff up is inconsistent at time, sometime when enemies stab you you can get hit by the extended blade after the attack has finished by moving around the bltacksade, even if it doesn't "touch" you. something similar happens when side stepping mace attacks. attack don't register sometime even when you do a full swing. stabbing helmeted shield enemies works sometimes but not others(not sure which is intended)
weapons can feel unresponsive at times. full swings fail to do anything. they lag unnaturally behind, which i guess is accounting for weight, but its current form feels really bad. also theres no indicator for how it works. i made a "two handed" arming sword with a long grip that felt WAY more responsive in one hand then a one handed knight sword. the claymore felt awful to use for this reason.
sometime magic just would not active. had to make many circles sometimes for fire to activate, same with lightning.(and does fire just not have a horizontal spell? couldnt get it to work)
sometimes the pouch wouldnt trigger its item changes either

waist holsters need some work. height adjustment option, waist size options slightly bigger AOE. had a REALLY hard time unsheathing with my opposite hand(left hand to right waist and vice versa). and some time depending on position, the holsters were so far in my body, i physically couldn't unsheathe my weapon. sometimes the sheathe just doesn't catch and the weapon falls out of your hand(happens on the back too, not as frequently)

Two handing is kinda a let down. doesnt seem to do more dmg or anything, i used a two handed sword one handed to greater effect then i did a one handed sword. two handed cant block heavy attacks so your just screwed there, especially considering the enemies that heavy attack dont stagger so your just open to attack and ♥♥♥♥♥♥ at all times.
and it really makes no sense that you can sheathe an arming sword on the hip just because its got a longer handle, yet a claymore with a shot handle can...think you may need to re think how the weapons actually work here.

enemies have to much hp. pretty much every fight ends in just stabbing a downed enemy. this isnt very fun. even more so with how armor seem to work here. the weapons clanging off armor and shields seem to do little...unless you stab them and they instantly fall to the floor for you to stab them to death. why make the armor so realistically good, but then also give them ♥♥♥♥♥♥♥♥ amounts of hp. these are enemies that should go down in 3 hits tops with armor serving to deflect blows. maybe some better dismemberment mechanics?
and speaking of armor, think enemies should get a health bar. some times, especially the full armored boss, its really hard to say your attacks are doing anything. to them. in fact that sound it makes kinda sounds like your attack was negated. i love that the armor is realistic, but it kinda makes or poor game feel at times

parrying shield guys is weak. the dudes with the shield are op. flat out. shield bash cant be blocked, even by a shield, parrying them hardly exposes them and for a fraction of a second, they have TONS of poise with the shield, even the axe(a weapon that should own this shield) does little to them. giving them helmets to block head attacks.
though magic does destroy them( but magic is kinda op too...soo...)

all i can think off atm. good luck with development! definately excited for EA later this year
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Showing 1-6 of 6 comments
Daniel@Metalcat  [developer] Aug 9, 2022 @ 2:41am 
Thanks for your participation and feedback, to your questions:

1. We will add auto loot to coins soon for your convenience.
2. We've noticed the clipping issue and this is much more complicated than we think, so we will need more time to get this fixed, but rest asured that improving your game experience is as always our top priority. We will keep you posted on the progress along the way.
3. We encourage users to customize their own weapons, which is why you will be able to equip a shorter blade on top of the long handler. We'd like to keep this option for our players, so everyone will be able to find the best fit for themselves. In terms of Claymore, it need to be built using a longer two-handed handler, so when you get familiarized with the two-handed grip, you will get some nice feedback by wielding it. Also, we might consider using some other mechanics to optimize it in the future.
4. Fireball magic cannot be cast horizontally at the moment. But in our future release, we planned to add gemstones, and by using different gemstones, each spell will have its unique ability for casting.
5. For armor, it is because with the current demo, weapons with armor piecing ability have not been released yet . These will be released in later versions, stay tuned!
6. Shielded enemies are tough in the current version . We will add some heavy weapons with the ability to disarm shielded enemies in the future release. Also, if you are interested in our upcoming release, feel free to join our Discord channel
GrimBonez Aug 12, 2022 @ 10:42am 
1. thanks! thats sure to make play a lot smoother.
2. yea i figured it wasnt the easiest think to fix(and probably also obvious to you any way". i just wanted to make a note some of the specific ways it stood out to me to get you more info to work with.
3. i completely agree. the weapon customizing is and AWESOME feature. i hope that stays to. what i was more specifically referring to way the fact that: a knight or arming sword with a long handle is considered "two handed" and must be worn on the back. but a claymore blade with a short handle is considered "one handed" and can be worn at the hip.
this is just kinda weird. gues its the fact that handle length determines the weapons weight, when you would think it would be the blade? idk, maybe as more gets added to the game the vision for the system will take form and ill see it differently.
the one hand/two hand system in general just stuck out to me.
4. that sounds awesome. magic was already a highlight. it was a lot of fun.
5. makes sense. looking forward to it.
6.yea. its just they have no real weakness(other then magic) atm. maybe in addition to heavy weapons, you could add a shield bash that is effective against shielded enemies...kinda like how they do to us hahahaah.

thanks for the reply! and yea, consider me interested, ill be in the discord lol
Daniel@Metalcat  [developer] Aug 15, 2022 @ 12:08am 
To questions 3 and 6
3. We have considered different body parts for weapon holders, but this is a complicated issue especially when it comes to mace weapons. But rest assured that we will tackle this issue and come up with a better solution
6. For weaknesses of shield enemies, if you look closer, there will be some parts of those enemies not covered with shield, so you can use your weapon to penetrate their arms eaiser. We are still tweaking these mechanics and you will be able to see these updates in the following iterations

Also, welcome to our discord channel ans we would love to continue our discussion there

btw, are you using the same user name as your steam?
BubonicDuck Aug 22, 2022 @ 2:22am 
Oh man the picking up coins was lame, just let the player get coins for the kills automatically.
I think the enemies have enough HP but they should take more damage when downed, it's cool they can get back up again and makes fighting groups more interesting.
I had no idea I could put weapons on my hip and had no clue how to get potions to work lol. Otherwise it was pretty fun stabbing things in the head repeatedly.
zealot42910 Aug 22, 2022 @ 4:12am 
Light weapons are placed on the waist, and if the potion is to be used, the cap must be opened and poured over the head.
GrimBonez Aug 27, 2022 @ 11:10pm 
Originally posted by support:
To questions 3 and 6
3. We have considered different body parts for weapon holders, but this is a complicated issue especially when it comes to mace weapons. But rest assured that we will tackle this issue and come up with a better solution
6. For weaknesses of shield enemies, if you look closer, there will be some parts of those enemies not covered with shield, so you can use your weapon to penetrate their arms eaiser. We are still tweaking these mechanics and you will be able to see these updates in the following iterations

Also, welcome to our discord channel ans we would love to continue our discussion there

btw, are you using the same user name as your steam?

yes! my discord is the same. GrimBonez.(sorry for the long delayed response, forgot to check my mail XD)
im not the most active persons but ill be following along for sure.
Last edited by GrimBonez; Aug 27, 2022 @ 11:13pm
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Date Posted: Aug 5, 2022 @ 10:35pm
Posts: 6