Death Raid

Death Raid

5convert  [developer] Jun 3, 2023 @ 8:21pm
The first test has already been released.
I have tried my best to test before publishing, but since I am developing it personally, it is inevitable that there will be more bugs, and it is best to report them here.
If you have any ideas, please don't hesitate to leave a message now! You can post in any section of the community, I will come over from time to time to check and reply, thank you very much for participating!
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Showing 1-5 of 5 comments
Deatumner Jun 5, 2023 @ 6:35am 
I gave it a try, and I must say I had some really good time, and I want more!
Although I'm not good at hack and slash games, I was able to reach the end of the playtest, but I had to play on easy difficulty (btw, there is a typo in 'easy' difficulty settings).
The number of attacks and combos is enough to experience rich and satisfying gameplay. I'd only wish for the ability to block, but once again, I'd use it frequently only because I lack skills in hack'n'slash games.
Overall, the graphic looks really nice. Ultra and very high settings were a bit too much for my PC (i5 10400F, 24GB RAM DDR4, SSD drive, RTX 3050 OC). I prefer to play with at least 60 fps, but high graphics are not so much worse than ultra. A limited draw distance can cause bushes to grow before the player, but it's not that important.
What I especially liked was the size of the map. It's really big, and if the whole space is filled with attractions, that would be awesome. The day and night circle is a nice touch, as is occasionally raining. Though sometimes the game looks a little weathered, maybe it's because of fog or something.
I'll play it at least once again and provide some more feedback!
5convert  [developer] Jun 6, 2023 @ 11:46pm 
There is no grid skill yet, so I need to carefully consider whether to choose it.
Your computer equipment is good, and there isn't much work I can do on the performance of the game.
The rest of the map is still in development because it's a bit large and may not be very polished for my personal workload.
Thank you so much for testing!
Deatumner Jun 8, 2023 @ 2:16am 
I'll try different setting and see if I can get 60 fps on Ultra. Maybe I set the refresh rate too high.
So far, I can only praise your game. I haven't encountered any serious glitch or bug, not even a crash or major fps drop.
BTW, I allowed myself to post a gameplay video on YouTube. I hope you don't mind:
https://www.youtube.com/watch?v=OZqxfwlxdqY
5convert  [developer] Jun 9, 2023 @ 8:09pm 
Please feel free to post the video and thank you for your affirmation and promotion of this game, thank you!
mikep2007 Aug 2, 2023 @ 5:21am 
Death raid playtest

I do not know if the playtest sent back data, but the money/coin system was not there or working which may just not be part of the playtest and I think I had one bug. After fighting ghost blade later on I fought what I think had to be another boss but no health bar came up at all. Since he was immune to stun/stagger from being hit just like ghost blade was, I am guessing he was another boss.

Feedback:
1) Needs a manual save function so you do not have to rekill 40+ guys each time your thin little health bar is gone or the game pulls some BS, see 9.
2) If we can have more than one ax, we should be able to throw them, up till like the last one. But I did not see a key-binding for it.
3) I could not find anything other than the flag that you could collect, but the inventory says work in progress. But does not say if the inventory or the collecting/pick up items is the in-progress part.
4) Liked not having an attack stamina bar, only having a sprint stamina bar.
5) Could not get the player unit to go in to any kind of stealth mode for the stealth kills, but that may not be in the playtest or may need to be unlock like the game mentioned with other things taking coins to unlock/learn.
6) Could not tell if enemies came to the fight from farther away for some reason or if it was a spawn point or maybe a bug, but in the forest near the start, I saw exactly how many there were but when I fought them, I had to kill like 3x that amount. As I killed them, more just came out of nowhere. Spawn point?
7) Might be a good idea that when the game brings up the coins can be used for message at certain points that the player can open that “shop” menu while still in game instead of having to leave just to use the coins.
8) It may or may not be a bug, but when I was fighting the first boss some times he could hit and stagger me in the middle of a doge. Not only should I have been out of his attack path, not reach just path, I was mid-doge. What I do not know is if there are certain conditions in which they can or cannot do so because it was only sometimes not all the time.
9) If you are going to have a escort quest/function in the game, like the worst one in gaming history if you have played golden eye you know the one, then when you leave the flag to tell them to stay here in a safe spot it is absolute BULL and beyond cheating to have enemies spawn next to them regardless of where you left them or have the enemy go looking just for them and with a homing function to take them to wherever you left them no less. If I leave them 2 miles away and far out of sight then they should not be attacked ever, period, anything else is total BS. Please note I said safe spot as in already purged.

Since the bosses seem to be immune to stun/stagger from being hit they are a whole different problem compared to normal combat, you have low health and no armor so I was using doge every other second........

That aside it seemed to work fine unlike most demos or playtest which are a crash fest. I have not gotten to the fight or alter mentioned by Captain Deatumner so I am only part way through, but still, good start. Scratch that, was at the alter when I stopped but did not know it. X)
Last edited by mikep2007; Aug 4, 2023 @ 1:26am
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