Aug 8, 2017
370
289
Kalyskah
How hard would it be to add an RGB or HSV input field for the hair colours? I find tiny changes at the bottom ends of the sliders to have huge effects on the resulting appearance. It would be nice to have a more precise way to adjust it. On the other hand, if they share the space the sliders are currently taking up, that would make the precision issue worse. (I have very little experience developing anything GUI, nevermind in a modern game engine, but I have coded enough to know that often changes that sound small and easy are anything but.)
 

Incar1

Newbie
Aug 25, 2017
96
34
I tried to run it and my PC freaked out, requiring 2 restarts to return to normal. I thought it might be Malware in the MEGA link, but Malware bytes found nothing and I haven't noticed anything overly weird. I'm still looking through my system though.
 

Speedy1505

Member
Jul 1, 2018
229
184
Hello

I have now spent some time in the game and would like to give a first impression.

At the beginning what I really like:
The game world is built with a lot of attention to detail. It looks authentic and is appropriate to the setting. I also really like the setting itself. There is Loot (which I love) and there are things to explore and much to discover. The opponents fit into the setting and behave (according to the circumstances) well. I'm curious how things will go on and especially what improvements and extensions there will be.

What I don't like at the moment:
- I find the lighting system a bit difficult. The torches in the corridors cast a diffuse light (realistic). But when I equip the torch from the inventory, it feels like I'm using a floodlight. Also the light is not yellow but white.
- The combat system has really good approaches. But what I find problematic are 2 circumstances:
1.) Weapon or jump (why?)
2.) Fighting in a confined space quickly becomes a tricky affair.
It is also the case that I aim at the opponent with the mouse - but since my character still looks in the other direction, he also hits in the wrong direction.
- Unfortunately the inventory does not close "automatically". If you would make the two windows into one, it would make more sense and simplify some things. Especially since I have the problem, that the actual inventory window (at least with me) moves with each open further to the right from the picture. Currently I still see 50% (4k problem?) when I open it.
- I would also like to see a localization possible. Of course English is a widespread language - but it is not my mother tongue. I'm a developer myself - and I'm always expected to provide the user with the ability to customize. Surely there will be the possibility to do something like this without much effort.
- I also noticed that Loot is not always saved. You can plunder some boxes and corpses several times -- that's probably just a save problem...

I will play in any case still further and look, how the history develops :)
So far it is a really great game :)
 

Kalyskah

Active Member
Game Developer
Apr 6, 2019
649
1,005
Wow if i remember right the first Version was a 2.5 D kind of test ? what it has grown into is really nice, lot's of problems hiding tough especially in the overall stability of the Story Cam (Cinematic) system and also the AI is sometimes reacting very strange.

The consuming of other characters the decision to put this into the Story Cam not sure about that in overall Gameplay i think it would have been nicer if it would be not cutting away and be shown in 3rd person instead and maybe with more variety of movements after the 500thousand times consuming someone it becomes very repetitive surely it would be still repetitive when being 3rd personalized but with random consumption animations maybe a bit not so repetitive feeling.
Playing this and yea it really felled like "playing this" which is overall rare itself (problems aside) remembered me a lot of a mix between Diablo, Skyrim and BloodRayne with the growing story decision pathing and Multiple Choice Story Cam (Cinematics) of like a Mass Effect (different values in different categories gonna partly impact decisions of others vs or for you) a interesting mix overall it doesn't really reaches the intense combat system of BloodRayne it's to restricted to guided at least when using the very guided target system imho.

Overall it's nice and the Syncro isn't bad at all i really liked whoever speaks Maryasha (Demoness) (jesus these names) her Russian accent play combined with the main Female Protagonist her very British accent + noble talk that is something you should at least see and hear once :D

Overall i like this Unreal Project thumbsup feels already more finished then many other things in it's overall Gameplay interactions.

The Adult parts interaction system seems to be not really as advanced if i see it correct there are actually 2 systems one Story Cam driven and one Ingame interactions both rather oldshool pre compute animation driven.




The PBR Quality is on a overall very high level for such a Indie Project the Material work partly really nice the cloth shows this nicely and of course Unreals nice implementation :)

Everything integrates nicely and feels very coherent also in the Artistic Style and Path which is a very high contrast with very high specularity mix so darkness obviously plays a master role and that is showcased nicely.
That again remembers me partly of Dark Souls Artistic Direction :D

Hello

I have now spent some time in the game and would like to give a first impression.

At the beginning what I really like:
The game world is built with a lot of attention to detail. It looks authentic and is appropriate to the setting. I also really like the setting itself. There is Loot (which I love) and there are things to explore and much to discover. The opponents fit into the setting and behave (according to the circumstances) well. I'm curious how things will go on and especially what improvements and extensions there will be.

What I don't like at the moment:
- I find the lighting system a bit difficult. The torches in the corridors cast a diffuse light (realistic). But when I equip the torch from the inventory, it feels like I'm using a floodlight. Also the light is not yellow but white.
- The combat system has really good approaches. But what I find problematic are 2 circumstances:
1.) Weapon or jump (why?)
2.) Fighting in a confined space quickly becomes a tricky affair.
It is also the case that I aim at the opponent with the mouse - but since my character still looks in the other direction, he also hits in the wrong direction.
- Unfortunately the inventory does not close "automatically". If you would make the two windows into one, it would make more sense and simplify some things. Especially since I have the problem, that the actual inventory window (at least with me) moves with each open further to the right from the picture. Currently I still see 50% (4k problem?) when I open it.
- I would also like to see a localization possible. Of course English is a widespread language - but it is not my mother tongue. I'm a developer myself - and I'm always expected to provide the user with the ability to customize. Surely there will be the possibility to do something like this without much effort.
- I also noticed that Loot is not always saved. You can plunder some boxes and corpses several times -- that's probably just a save problem...

I will play in any case still further and look, how the history develops :)
So far it is a really great game :)
Thank you both your detailed feedback!
The game is still in early-stage since this was the first patch that we actually got to show the environment, so it will take a few more months until it feels more complete. The combat is also going to be completed reviewed to something a bit simpler and more familiar to most players that knows games like dark souls and witcher.

I don't think localization will be possible because our game is pretty heavy when it comes to the amount of text it has. But if we do it someday, it would probably be to Brazilian-Portuguese.

Feeding will get more animations, some even during combat, once we redo the whole fighting mechanics, so there will be more options on the flow.

Understand that the game as it is right now, is the work of a bit more than a year of development, so many of the things people point out as a problem, are a matter we are already aware of and just didn't have time and budget to address yet.

the best!
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It's recommended that you have at least a GTX970 video card to run the game smoothly. Otherwise, it might not even open.

Kalyskah
How hard would it be to add an RGB or HSV input field for the hair colours? I find tiny changes at the bottom ends of the sliders to have huge effects on the resulting appearance. It would be nice to have a more precise way to adjust it. On the other hand, if they share the space the sliders are currently taking up, that would make the precision issue worse. (I have very little experience developing anything GUI, nevermind in a modern game engine, but I have coded enough to know that often changes that sound small and easy are anything but.)
That's actually something I can look into this week to see if I can improve.

I tried to run it and my PC freaked out, requiring 2 restarts to return to normal. I thought it might be Malware in the MEGA link, but Malware bytes found nothing and I haven't noticed anything overly weird. I'm still looking through my system though.
It's recommended that you download the game on itch.io. The mega link is one version behind that one and it has a few more bugs. Although the current one on itch also have bugs that we are trying to fix this week haha
 
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Speedy1505

Member
Jul 1, 2018
229
184
Thank you both your detailed feedback!
The game is still in early-stage since this was the first patch that we actually got to show the environment, so it will take a few more months until it feels more complete. The combat is also going to be completed reviewed to something a bit simpler and more familiar to most players that knows games like dark souls and witcher.

I don't think localization will be possible because our game is pretty heavy when it comes to the amount of text it has. But if we do it someday, it would probably be to Brazilian-Portuguese.

Feeding will get more animations, some even during combat, once we redo the whole fighting mechanics, so there will be more options on the flow.

Understand that the game as it is right now, is the work of a bit more than a year of development, so many of the things people point out as a problem, are a matter we are already aware of and just didn't have time and budget to address yet.
Hello

I didn't mean to make this game "bad" at all. I know that it is in development and that a lot will change. It was just an impression of me about the work they've done so far.

I'm very sorry about the translation already - although I'm very sure that the community could help here actively... see MotH
 
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Kalyskah

Active Member
Game Developer
Apr 6, 2019
649
1,005
Hello

I didn't mean to make this game "bad" at all. I know that it is in development and that a lot will change. It was just an impression of me about the work they've done so far.

I'm very sorry about the translation already - although I'm very sure that the community could help here actively... see MotH
haha no worries!
We are used to gathering feedback, I was just making the development part a bit more clear to make sure that people's expectations can be realistic. Our team is not thaaat big and not everyone can dedicate full time to the project, so we are doing the best we can given the limited resources that we have
 

Kalyskah

Active Member
Game Developer
Apr 6, 2019
649
1,005
Hello everyone,
This is what I've been working on for the next hotfix patch. Something that might help to make the story easier to understand. Keep in mind that this is a work in progress, more emotes and facial expressions will come in time, the ending has also been cut short so I could finish at least enough to patch it.
The only thing between the release of version 0.8.11 and you now is that yesterday, when I was going to publish it, I tested and noticed that the enemies weren't attacking the player unless Kalyskah attacked them first. So I hold it back until our programmer could have a look into it.
We will release version 0.8.11 for the patrons first, then wait 2 or 3 days to make sure that bugs like this that I had yesterday didn't go through and then we will say that the version 0.8 is good enough for us to keep it public until we are done with version 0.9, which will count with at least 5 new quests.


We have also made a , we don't know too much about the platform yet so please, tell us your opinion (Our account there is still under review)
 

DeadsRaven

Newbie
Jul 28, 2017
24
59
Sorry but i need to ask this. How do i open the Inventory then C and I both open the Charakter Equipment Menu?
 

astutejoe

Newbie
Game Developer
Apr 6, 2019
64
39
Sorry but i need to ask this. How do i open the Inventory then C and I both open the Charakter Equipment Menu?
Are you running 0.8.10? Both keys should open the same thing, both the inventory and equipment menu. What display resolution are you using? Thanks!
 
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