- Jun 7, 2017
- 210
- 303
My monitor is small. 1280x800 the maximum it can play.Hmm, Currently I lock the game resolution to 1600x900, what's your PC highest resolution?
Will try to test fullscreen and resolution change though, thank for the notice.
My monitor is small. 1280x800 the maximum it can play.Hmm, Currently I lock the game resolution to 1600x900, what's your PC highest resolution?
Will try to test fullscreen and resolution change though, thank for the notice.
Added 0.1.11.01 under F95zone Experimental BuildMy monitor is small. 1280x800 the maximum it can play.
A thousand times better like this. Even the smallest changes can make a game better.Added 0.1.11.01 under F95zone Experimental Build
Add resolution change, full screen and UI scaling and pause menu (esc key)
Also reduce trigger size of monster to its original size.
If you can actually press Tab you can drag green item to slot 1 and press that to heal, if you're struggle with surviving.
Also red item that the merchant in town sell sometime can be drag to upper slot to increase your attack damage.
Oof, I thought it's already include when build. Link for Linux build added, please check if it's playable.Wanted to have a look -but- the download seems not to contain win/linux.. only win.
For enemy stagger I'll implement in the future but for only on some specific attack. I will work on enemy can't just immediately flip it's attack side once it start attacking though, so it doesn't just flip back to catch you once slide or dodge to the other of the enemy.So just tried v0.1.12 Prototype and here is my feedback on that version;
- Enemies need some sort of stun/knockback when you attack them you move too slow to get away, they can still grab you mid-slide so that is useless to dodge as well. You might want to play another game on this forum called Captivity that should give you some ideas of what to aim for in terms of movement and dodging mechanics. Captivity is also only in early development
- The controls need work, rebindable controls would obviously be ideal but if you don't want to put that in then better would to just go for arrow keys combined with QWE - ASD - ZXC controls then you don't need to mess about with this two keypress nonsense it is very annoying to have to hold V and press another key to cast magic. I would expect following controls;
- Arrow keys for movement
- Z attack, X for jump, C for slide
- ASD for magic
- QWE for items
- I know it is just a prototype but the H-animations still need some serious work the visual quality is in any case a big improvement from the previous version of your game I tried
Ayy, english is not my first language lol, should be despise for that one. thanks for pointing it out.There's a lot to like:
I like the premise; I prefer male MCs, but I like the demon curse rape shit. I like that's it's not yet another VN and tries something totally different. I think the art style is fun. I'm probably going to pass because it's action combat though.
BTW, there appears to be typos in the dialog, or did you do this on purpose? lol
In the intro, "You may despite it, but you this is your life now, you..." -- 'despite' doesn't make sense, and this a run-on sentence, lulz
Good luck.
Well, there is some progress, but.. no, not yet.Oof, I thought it's already include when build. Link for Linux build added, please check if it's playable.
Hi can you test again? this time I made sure Unity doesn't crash when try to play test.Well, there is some progress, but.. no, not yet.
The program starts, but after the initial Unity message the screen (window) becomes blue.. a nice color, but nothing more then that unfortunately.
Well, I just got a fresh copy, the folder name is much nicer now when unpacking -but- unfortunately the same blue screen. It does not even look like crashing to me, it simply hangs (..maybe waiting for or missing something?).Hi can you test again? this time I made sure Unity doesn't crash when try to play test.
What is your Linux architecture? 32bit or 64bit? I only have x86_64 option for build currently, it might be the case,Well, I just got a fresh copy, the folder name is much nicer now when unpacking -but- unfortunately the same blue screen. It does not even look like crashing to me, it simply hangs (..maybe waiting for or missing something?).
64-bit, i5 10210u with up-to-date MX Linux (19.3)What is your Linux architecture? 32bit or 64bit? I only have x86_64 option for build currently, it might be the case,
Ok, will test it on my other machine with your Linux version. I will remove Linux compatible for now until I can get it to run. Thanks for notice.64-bit, i5 10210u with up-to-date MX Linux (19.3)
OK Seriously, i've tried the game Capivity u suggested and i gotta say that's is fking impressive.Do you accidentally know more kind of game like that ? i could use some more hehe :3So just tried v0.1.12 Prototype and here is my feedback on that version;
- Enemies need some sort of stun/knockback when you attack them you move too slow to get away, they can still grab you mid-slide so that is useless to dodge as well. You might want to play another game on this forum called Captivity that should give you some ideas of what to aim for in terms of movement and dodging mechanics. Captivity is also only in early development
- The controls need work, rebindable controls would obviously be ideal but if you don't want to put that in then better would to just go for arrow keys combined with QWE - ASD - ZXC controls then you don't need to mess about with this two keypress nonsense it is very annoying to have to hold V and press another key to cast magic. I would expect following controls;
- Arrow keys for movement
- Z attack, X for jump, C for slide
- ASD for magic
- QWE for items
- I know it is just a prototype but the H-animations still need some serious work the visual quality is in any case a big improvement from the previous version of your game I tried