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Everything seemed fine on his side. I was hosting the game.
We planned to play together again some time, if it happens again, I'll try to make a video of it.
- no description of the badge at the end pf the games
- no moveset description (in the menu or somewhere else)
- played with the rogue : the fact that most of your aerial attack / ground combo ends up with a really big projection make it quite hard for follow up and is frustrating if, like me, you got the gauntlet who make tentacle spawn (since it kick the ennemies out of it).
- lack of term description : +20% de decrepit (what is decrepit ?). Some skill have a number but also another one in parenthesis ? Like : your attack deal +13% damage (+16%)
+ the fighting feeling are really nice
+ character feel different one from each other
+ the sbire mechanic is fun
+ same for the tarot card
+ Overall, good ambiance.
Agreed, sometime it's not clear enough what the effect or numbers are meant for. Nor how to trigger an effect, and what does "temporary" means (how long ?).
That's some good feedback, thanks.
The badges are designed like in Towerfall, where the title and icon are a hint at why you received the award, but there is no clear explanation of the mechanics behind them. I understand this can be puzzling, we might have to think about that.
That is well spotted for the tarot cards not showing for other players, we'll have to see if we can improve this.
The game can be chaotic at times, to say the least, but we consider that part of the difficulty: positioning yourself in the arena is an important skill to master, and crowd control is also an important part of the strategy as a team. Of course it's more chaotic if you play 3+ players.
Concerning the moving platform "lag", this can be caused by a poor/insufficient internet connection between host and clients, and it is very hard to mitigate. We made sure that you will never seen your own character lagging. The host might see you lag, but you will always see your own character where it stands and won't be hit by something you couldn't see because of that. Our netcode is here to ensure that you don't get teleported or rollbacked and feel cheated because of that, but this can't be perfect when connection is not optimal.
The jumping might need to get used to, but we could indeed try to refine it a little more. The goal of having a slower start than you're used to was to help bunny hopping and chain that into a combo.
For the moveset description, that's on us, as we needed to disable the class tutorial for the content restricted demo. There is a Class specific tutorial in the full game, which helps a lot. Time constraints unfortunately did not allow us to keep the tutorial in the demo.
For the item description, you can browse inventory by holding LT, and then you can scroll up and down to see what every item power does. For perks, those are usually self explanatory, but I guess what is not explained correctly is the "+XX% power to AAAA/BBBB gear"
Each path has elements linked to it: Fire/Lightning are for Chaos, Cosmos/Ice are for Order, Spirit/Nature are for Life, and Decay/Shadow are for Darkness. It could be better explained in game, but I can't see how nor when.
Thanks everybody for all this useful feedback, there are definitely things here that will help us improve the experience even further.
The main problem is that jump should slow down gradually, because gravity, thus why it feel strange.
Actually, the class tutorial is here :D I did it for the rogue.
I was thinking of a simple screen with text. In most action game with several manoeuvers you generally have that kind of screen as an option in the pause menu.
It's especially usefull if you try a new character but doesn't to do the whooole tutorial because you already have a hang of the game or you havn't played for a while and just want a quick reminder.
And what's a bit confusing is sometime the red number followed by a green one. I guess it's because the skill / item is upgraded by a trait but if it the case, why bother showing both number and not just the upgraded one ?
Simple way : add a NPC / book in an obvious place at the tavern who will do a quick sum-up.
Also, if it does not clutter the UI too much, item could have a mention of their corresponding path / element beside their name. This way you the player can understand the relation in the glimpse of the eye.
Happy to jhelp ! I was following this game for several years now and finalling having my hand on it is so cool :)
+ Three hit combo felt impactful and powerful despite the speed
+ Item variety was good and the health pickups hit a very good middle-road
+ Common healing perks is also good for a roguelite
+ Chakram was useful when used correctly, frustrating getting hit by it however and the startup felt too long for when it could be very helpful (i.e. ranged enemies, bosses)
- Jumping attack has a short -> long frame animation that feels unreliable
- Enemies have extremely short telegraphing which makes ranged enemies feel a bit overtuned, tactics quickly divulged into rushing into them because parrying/dodging in small crowded arenas felt impossible
-/+ Petting dog is good but you can do it in the middle of battle which is not so good.
-? I died at the end of the first boss after collecting the gem? At least my character appeared dead.
We'll definitely need to disable the dog petting animation during combat, it shouldn't happen.
That's extremely weird that you died while collecting the gem, nothing should be able to kill you outside of combat.
Wait, what ? I've "Finished" 2 run and each time I died while grabbing the gem. My character get the gem, put it over his head Zelda-style and then boom, there's an animation with thé reaper slashing the screen and voilà. I thought it was normal because... Demo, so limited level.
Well, I wouldn't say that just yet, based on what we can play right now. But I'm intrigued.
Caveblazers was also something I did enjoy and wish had a more fleshed out combat.
+ Combo game is really cool
+ Tutorial is fluid and seemless
+ Loot seems impactful and really change one's run
+ Tarots are great modifiers
+ enemy design is varied enough in the demo, hope that it is kept in the long run
+ Accessible info on loot
- Jump, it as already been stated it feels off, I get were it's coming from, but I guess if you want a short-hop input it would be the same ? It's especially weird on long jumps where the acceleration curve is a bit faster.
- The boss at the end have really little telegraph to it's actions, I feel like I was hit a lot without proper time to react. Maybe I'm just bad tbh.
-/+ When you get a new loot, cool be cool to have a prompt to lead directly to item description, but discovering it is also a good way of experimenting.
-/+ I got the pendule upgrade which upgrades the dash, and the second one only upgrade it by 10% speed, I didn't quite really found it valuable compared to a whole new trait, but it may be for balancing.
Overall, very cool game with promising experience, I am yet to try multiplayer but it sounds like the good mix of challenging and chaos, I feel like if the 3C where a little bit more pleasant (especially jump) I would be more into it.
Keep up the good work !!!