V.A Proxy

V.A Proxy

Yoh Apr 23, 2024 @ 2:59pm
Does not feel good to play
your character does not feel like it has any momentum to it. I picked the ability that adds an air dash to your double jump, and it's easy to do by accident, and it goes very far way too fast. I'm not against speed, but it's just so stiff and awkward.

The dive kick that happens after you dash in the air is so disorienting. I air dash because it's a good triple jump, then I just plummet to the ground insanely fast. It's like you just go from 0-100 in one millisecond, and it's so abrupt. Which how I'd describe all the dashes tbh. I know I can cancel it if I attack before it happens, but I think the slam should only happen if I want it to and press a button. I didn't even know it was an attack until I looked in the list of my moves.

The first boss is so infuriating and I don't feel like It's ever fair or I'm learning anything. I hate this system of three hits and you're just dead, it does not belong in a character action game about parrying. I don't care if parrying refills a health point, it is awful to play. Games about parrying like Sekiro and Sifu and like character action games in general don't give you only three hits, because nobody would play those. Add a normal health system PLEASE.
I finally finished the boss when I realized I could literally just mash the parry button and it would still parry all of his attacks. This is awful. I'm not parrying. Parrying in Sifu, Sekiro, and Ultrakill is responsive and feels great. This is just a janky mess.

When you're using a controller, the menu just has a cursor that you move with the stick, like Destiny. Do not do that, DO NOT KEEP THAT, that's useless and inconvenient, especially when it moves insanely slow.

Also when I got to the end it played an explosion at the title screen that was really loud. Like WAY too loud, and it was frustrating.
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Showing 1-6 of 6 comments
DX11 Apr 23, 2024 @ 5:43pm 
I can agree that new movement system isn't intuitive and simple to play with, but you'll get used to it in less than an hour. The dive kick is very useful, because you can easily parry gravity after it and get an easy life point and lots of momentum. Also you don't have to do dive kick if you want to tripple jump. You can just slide and double-jump and it will get you higher than doing a dive kick. The health system is designed to be hard. I mean, if the game is about parrying, then you parry all attacks until you'll have time to strike your enemy. This game is hard, it is supposed to be unforgiveable to your mistakes. But still, based opinion :D
Yoh Apr 23, 2024 @ 6:20pm 
oh yeah i know about parrying the ground after dive kicking. It's probably the only movement technique I actually like.
Health system being "designed to be hard" no absolutely not, you can have hard games about parrying like Sekiro and Sifu with an actual health system. It's just better balanced and makes sense.
Last edited by Yoh; Apr 23, 2024 @ 6:20pm
sucks to suck
butter Apr 29, 2024 @ 5:10pm 
sounds like a skill issue
Marie May 3, 2024 @ 6:20pm 
I don't think your skill is a problem if you can play Sekiro fine, but I am having a difficult time relating to some of your problems personally (Though controller cursor totally sucks, yeah, the menus need work, but I am pretty sure controller implementation is just not even close to done considering the game IS tagged for NO controller support. At times the controller also just doesn't fully work.)

Yeah, you die pretty quick, you can only take 3 hits, but I think that's reasonable given how easy it is to regain health. I kinda like being on the last hit and feeling the pressure not to mess up the next parry. There is no stance or other complex system at play here, so the "difficulty" just comes from trying not to get hit, I guess.

You've "only" played 3 hours in total - I'd say just keep trying. I got into it after a few hours, played 10 hours straight and loved it. But maybe that's because I'm approaching this from "quirky NieR Automata with parrying" and not "Sekiro but stylized robots in a very open world" which, I feel, is probably just not what this is, or what it was ever supposed to be.

It's possible that you just don't like it. Unfortunate, but you know, it happens.
Last edited by Marie; May 3, 2024 @ 6:23pm
Wyvern May 5, 2024 @ 2:34pm 
Originally posted by Yoh:
your character does not feel like it has any momentum to it. I picked the ability that adds an air dash to your double jump, and it's easy to do by accident, and it goes very far way too fast. I'm not against speed, but it's just so stiff and awkward.

The dive kick that happens after you dash in the air is so disorienting. I air dash because it's a good triple jump, then I just plummet to the ground insanely fast. It's like you just go from 0-100 in one millisecond, and it's so abrupt. Which how I'd describe all the dashes tbh. I know I can cancel it if I attack before it happens, but I think the slam should only happen if I want it to and press a button. I didn't even know it was an attack until I looked in the list of my moves.

The first boss is so infuriating and I don't feel like It's ever fair or I'm learning anything. I hate this system of three hits and you're just dead, it does not belong in a character action game about parrying. I don't care if parrying refills a health point, it is awful to play. Games about parrying like Sekiro and Sifu and like character action games in general don't give you only three hits, because nobody would play those. Add a normal health system PLEASE.
I finally finished the boss when I realized I could literally just mash the parry button and it would still parry all of his attacks. This is awful. I'm not parrying. Parrying in Sifu, Sekiro, and Ultrakill is responsive and feels great. This is just a janky mess.

When you're using a controller, the menu just has a cursor that you move with the stick, like Destiny. Do not do that, DO NOT KEEP THAT, that's useless and inconvenient, especially when it moves insanely slow.

Also when I got to the end it played an explosion at the title screen that was really loud. Like WAY too loud, and it was frustrating.
I do agree that movement feels very stiff and awkward. most of the time, i was just doing the ground parry thing over and over, and it got stale extremely quickly. same with the combat. it is fun for a little while, but theres just not enough substance, not enough combos. which is incredibly odd, considering that the dev seems to post new moves and stuff all the time on twitter. itll be there on full release, i hope, but the combat does get stale after a while. I also agree on the parrying. a lot of attacks are too fast for parrying, which makes those enemies a pain to fight against, I.E, those cyclops things with spears that are everywhere. damn near impossible to parry those blue bullets. All in all, i think the parryings biggest issue, is lack of queues. most games like darksouls, have very visible or audible wind-up to attacks, allowing people to dodge or counter, etc. this game has it, to a certain degree, but not all the time. most attacks are extremely fast, so parrying them is a pain on a first fight. case in point, sin. everyone's argument is, "just learn the patterns!" which i agree with. issue is, i should be dying due to my own mistakes, and not because these attacks are way too fast. even the Eri fight is like this, its ridiculous. not to mention, not a clear indicator of what attacks ARENT parryable. like, in the first demo, sin's air slashes werent parryable. excuse me? i can parry gravity, but not air? okay buddy. you're telling me i can jump off of missiles and redirect them, and parry smaller laser balls, but not one continous laser? sure pal, whatever blows your skirt up. is it a skill issue to some degree, yeah, im sure it is. ive played long enough that these things arent an issue anymore, im approaching this from the view of how i started playing. i dont think going around and saying that the game just isnt for you, is the right call. just make some better indicators for attacks, teach them in the starting section, and we're good to go.
as for the health, it can be easily cheesed by just parrying the ground off of a dive kick. free health that way, and rarely anything will be able to hit you if you try it. which is more of a reason to have an actual health bar in this game, if anything. a health system like this can be easily abused and make the game trivial.
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