Hello , Thank you for feedback . We are working on new combat logic for the new build, I hope you will like moreI liked the demo, I liked the graphics and the character model. Just my two cents for now, idk if it's already been addressed but I wish the dodge rolling mechanic would be independent of the enemy lock, so I could for example roll sideways, right now I can either roll backwards or towards the target. Movement could also be a bit more fine tuned imo so the character doesn't turn as sharply as it currently does, it feels awkward. Good luck in developing this game, looking forward to updates
System Requitements -MininumMinimum requirements?
You may follow us on SteamInteresting demo. I'll follow it. If new updates get put out I'll update my review.
Where is official channels and would you want more feedback?
Thank you for feedback. We have block logic but in the next build, we try to make players feel better with combat.Game looks pretty good but the combat really needs work. Your attacks seem to just pass through enemies half the time and there were no defensive moves as far as I could find, no blocking, parrying, dodging, anything. Seems like the combat will often just end up devolving into strafing around an enemy until they attack, then mashing the attack button to get a bunch of back strikes.
The voice actress also sounds really disinterested, it's super obvious she's just reading a script and not in-character at all.
Thank your for great feedback. And you are right the skeletons had massive mass on gpu at the build. we have fixed them but will be live in the next build. both textures and LOD optimised for skeletons and the bossy one. For fps limitation will be added too. here is a log and update , please let me know if we missed something and will be glad to see you in our discord serverI've finally gotten around to test it, quite short but as a Demo it's great lenght, just a couple of things, first observation, combat tutorial appears on the second instance of combat, which at that point if I already had figured out how combat works so tutorial pop up ended up being kinda useless, so either take out the 2 skellys that appear after taking the sword or move the tutorial pop up to that combat instance instead, second observation, when targeting enemies and sprinting forwards while strafing to a side animation gets kinda wonky so I'm assuming there's no strafing animation in the animation merge if you used that Unreal tool, third observation, game runs smoothly on epic settings.... until skeletons appear then fps takes a dump and drops to around 15-20 fps combaat gets clunky at this point with combat animations repeating and combos not moving forwards, at lowest setting runs fine so that might just be my card getting a bit old for this the area around Pagodus table has an fps drop regardless of settings, so that might be a bit of a heavier scene, fourth observation, first time I got to the "Boss" he only stood there and didn't engage, setting were set at epic and there was an fps drop on that instance so something may have broke there, second time at lowest setting worked fine, and finally personal requests, add audio setting and fps limit, While it's great that I can hit 100 fps my monitor caps at 60 so there's no point in having my video card go 100% usage on a 100 fps scene when it could be lower
for reference running the game on a Ryzen 5 3600 Nvidia GTX 970 and 16gb ram
Okay. I'll follow progress on steam and comment there.You may follow us on SteamYou must be registered to see the links
For feedback anywhere you feel better works for us. but we have a community on discord ,if you want to koin we would be glad to hear from you .
You must be registered to see the links
soouuu... hows the progress?Thank you for feedback. We have block logic but in the next build, we try to make players feel better with combat.
You must be registered to see the links