Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Using the [Space Bar] (default bind) will activate the dash ability. Adding more charges just gives you a buffer before you run out and have to recharge it. Try using dash in the early stages of the game then again much much later once you've leveled up - you'll definitely see a difference in how often you can jump.
Early game it's used a a cheap method to get TO something, later it's an important tool to get AWAY from [anything] lol.
The Dodge ability seems to be automatic (no user input required) and can similarly be leveled to have more charges.
The silver dash icons represent Dodge Charges, which are automatically consumed when an enemy attacks you, negating that attack. The teal/green dash icons are your Movement Ability Charges, consumed when you use the Dash (or other movement abilities unlocked later). Both recharge over time.
Some mechanics in the game are admittedly a bit vague and can be tricky to figure out, but it's also important to leave room for players to learn. Discovering mechanics and synergies is at the core of ARPGs, and too much hand-holding (like excessive tutorials) can detract from that experience. Still, it shouldn’t venture into the territory of becoming frustrating. Need to find the perfect middle-road here.
Also, I stated that I loved the sense of discovery in trying to figure out how the game works, but it's really cool that you, Irmstoi, specifically kept that in mind as a design philosophy. I thought you did a pretty great job at that since I did in fact feel it. I had my wife and best friend play the game as well. They also started punching skeletons not figuring out what to do at first. And I was secretly giggling as they finally found the one skeleton they needed. It was fun watching them go through the same sense of discovery I did.
Great game!