he_found_you

Member
Jun 11, 2017
280
385
better than last time (0.5)
the leveldesign is still puzzling, got to exactly the last time - I need a key on the bridge after getting out of the sewers. well, Im not good at this stuff anyway, but I like how it progresses, and the combat is far improved (got to 70exp or smth, and died only 3-4 times)
 
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-Hellfire-

Member
Jun 28, 2017
481
504
Can you try giving some directions on how we could improve it? Some references of games that implemented it well?
Don't worry this a bit buggy but it's like early access...I found the girl very detailed,graphics are amazing,combat feels like For Honor :p Just wish there was an option to make it that if you are down they just go at it (I mean they are able to take down a Sexy Vampire Girl lol..so yeah)
 
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Labrat28

New Member
Mar 9, 2019
3
1
Can you try giving some directions on how we could improve it? Some references of games that implemented it well?
The combat mechanics... Well, I don't see a huge problem with the combat, except that this is supposed to be level 1, yes? I really think the player should be swinging faster and be able to take a lot more hits than the enemies... The way it is currently designed where the player is not only unfamiliar with the entire control scheme, has barely any abilities is outnumbered and seems to have the same or a smaller health pool than the enemies on the lowest difficulty is frustrating.

Can't really give any references to other games, I haven't seen a design like this before but I don't think it's a bad one... dodging is a little weird as camera angles don't really give the player much information on what she's dodging into. And the camera angles make it somewhat difficult to see the enemy animations... Not really clear on if combos actually occur or not as attacks are so often interrupted. Maybe a little more time in the first few frames of enemy animations to make it really clear the enemy is attacking, or some kind of special effect, just to notify the player that it's time to block.

I know in Skyrim, in third person swordplay I always liked to have the camera high, almost looking down on the action to have a clear view of everything going on. Models, animations, and fx are amazing though, but a frustrated player might not notice if he's seeing a game over screen too often.
 
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astutejoe

Newbie
Game Developer
Apr 6, 2019
64
39
The combat mechanics... Well, I don't see a huge problem with the combat, except that this is supposed to be level 1, yes? I really think the player should be swinging faster and be able to take a lot more hits than the enemies... The way it is currently designed where the player is not only unfamiliar with the entire control scheme, has barely any abilities is outnumbered and seems to have the same or a smaller health pool than the enemies on the lowest difficulty is frustrating.

Can't really give any references to other games, I haven't seen a design like this before but I don't think it's a bad one... dodging is a little weird as camera angles don't really give the player much information on what she's dodging into. And the camera angles make it somewhat difficult to see the enemy animations... Not really clear on if combos actually occur or not as attacks are so often interrupted. Maybe a little more time in the first few frames of enemy animations to make it really clear the enemy is attacking, or some kind of special effect, just to notify the player that it's time to block.

I know in Skyrim, in third person swordplay I always liked to have the camera high, almost looking down on the action to have a clear view of everything going on. Models, animations, and fx are amazing though, but a frustrated player might not notice if he's seeing a game over screen too often.
Thanks for the feedback, we're trying to improve those little details on the combat and add more complexity to it. We even have parrying mechanics, but we haven't implemented a tutorial that shows it, we might think of a wiki or in-game tutorials.
 
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S3vatar

New Member
Aug 3, 2019
1
0
Hello there!

When i try to launch the game with Kalyskah_RPG executable i get a "Fatal error!" popup. What can i do to make it start?
 

RayAnimus

Member
Dec 1, 2018
120
53
Thanks for the feedback, we're trying to improve those little details on the combat and add more complexity to it. We even have parrying mechanics, but we haven't implemented a tutorial that shows it, we might think of a wiki or in-game tutorials.
Another thing I noticed, when you go bat mode or what its actually called, my first reaction was that enemies wont be able to see me, but they obviously can, i believe in terms of combat, its ok...well clunky but ok, i never realized the importance of targeting the enemy, went through the whole demo without doing it.

i think a little polishing on the looting, its difficult that you need to be at the center of the target to pick the items up, maybe a mini area of loot collection? or something like "Loot Surroundings" in any case well done will come back for updates
 
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Apr 29, 2018
44
27
The game keeps crashing for me after the boss battle. I kill the boss and Kalyskah absorbs some red ball. After that I get a "fatal error" dialog box and the game crashes. Has anyone else experienced this problem?
 

astutejoe

Newbie
Game Developer
Apr 6, 2019
64
39
The game keeps crashing for me after the boss battle. I kill the boss and Kalyskah absorbs some red ball. After that I get a "fatal error" dialog box and the game crashes. Has anyone else experienced this problem?
This final cutscene is corrupted indeed, unfortunately. This was fixed in subsequent versions released for Patrons.
 

fredinator

Member
Jun 23, 2017
231
300
god damn the combat controls are horrible.
I appreciate that the creator tried a for honor dark souls game with porn but please fix the controls
 

Askwer

Newbie
Aug 11, 2017
45
168
What about adding a key rebind? I'm using an azerty keyboard so wasd isn't practical
Maybe you can already do it but I can't find where
 

fredinator

Member
Jun 23, 2017
231
300
What's wrong with the controls?
Hmm I try to explain. When you encounter an enemy you have to lock on to him to be able to block for honor style. First thing that bothers me is that the controls are sluggish. If you move the mouse in any of the 3 directions it doesnt recognize it or a bit later. Second issue with this is that it doesn't work with multiple enemies obviously so you have to kite the enemies. Hit boxes seem to be larger than the models so you get hits that feel unfair. Attacks from enemies are not well telegraphed so that it feels like they sneak in cheap hits.
I think all attacks without lockon should be horizontal so that you can hit multiple enemies. When locked on at least the ui should immediately react to inputs. If the intention is to simulate that the character cant put up the guard fast enough then show it somehow. That way it wouldn't feel as unresponsive anymore as it is now. Also hitboxes should be exactly as large as they are shown or else the player will get hits that he visually dodged
 

Kalyskah

Active Member
Game Developer
Apr 6, 2019
645
994
Hmm I try to explain. When you encounter an enemy you have to lock on to him to be able to block for honor style. First thing that bothers me is that the controls are sluggish. If you move the mouse in any of the 3 directions it doesnt recognize it or a bit later. Second issue with this is that it doesn't work with multiple enemies obviously so you have to kite the enemies. Hit boxes seem to be larger than the models so you get hits that feel unfair. Attacks from enemies are not well telegraphed so that it feels like they sneak in cheap hits.
I think all attacks without lockon should be horizontal so that you can hit multiple enemies. When locked on at least the ui should immediately react to inputs. If the intention is to simulate that the character cant put up the guard fast enough then show it somehow. That way it wouldn't feel as unresponsive anymore as it is now. Also hitboxes should be exactly as large as they are shown or else the player will get hits that he visually dodged
We will take a few months to refine the combat in a way that it will be satisfying enough. But on the version we are testing together with our patrons, we made that the characters kinda 'stag' if their attacks are blocked and we are making a parrying system as well, so it is already starting to take a better shape. As for multiple enemies, we will improve the hud and maybe add a 'frenzy' mode for kalyskah eventually, where things will get easier. Camera improvements is also something we have on our todo list =)


-----

We have just released version 0.8.7 for our patreons today, you can read the complete changelog here:

And here we have some screenshots of how the game is looking like today:
Kaly And Henrysson.jpg
EnhancedTerrain.jpg Inn.jpg MichealQuest.jpg SaveGamew.jpg Shop.jpg Tutorial.jpg

As you can see, we are starting to add a tutorial, to make things easier for new players.

There is a new animator coming to the team, and on this month he will be working on improving all of our erotic scenes and adding more interactions so they don't look as shallow as they are right now =)
 
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astutejoe

Newbie
Game Developer
Apr 6, 2019
64
39
Hmm I try to explain. When you encounter an enemy you have to lock on to him to be able to block for honor style. First thing that bothers me is that the controls are sluggish. If you move the mouse in any of the 3 directions it doesnt recognize it or a bit later. Second issue with this is that it doesn't work with multiple enemies obviously so you have to kite the enemies. Hit boxes seem to be larger than the models so you get hits that feel unfair. Attacks from enemies are not well telegraphed so that it feels like they sneak in cheap hits.
I think all attacks without lockon should be horizontal so that you can hit multiple enemies. When locked on at least the ui should immediately react to inputs. If the intention is to simulate that the character cant put up the guard fast enough then show it somehow. That way it wouldn't feel as unresponsive anymore as it is now. Also hitboxes should be exactly as large as they are shown or else the player will get hits that he visually dodged
And that's all it takes to be horrible? Interesting, thanks for the feedback.
 

fredinator

Member
Jun 23, 2017
231
300
And that's all it takes to be horrible? Interesting, thanks for the feedback.
I might have exaggerated a bit and maybe your tolerance for this is higher than mine but it is clear that they try to make a combination of dark souls and for honor combat. Like it is now it only makes me angry and frustrated because it feels like you don't have full control. You either go all the way like those two games or you don't and make combat easier or sometimes even optional by having an alternative method. Thats probably why most porn games with combat have a turn based system. :)
 

Kalyskah

Active Member
Game Developer
Apr 6, 2019
645
994
I might have exaggerated a bit and maybe your tolerance for this is higher than mine but it is clear that they try to make a combination of dark souls and for honor combat. Like it is now it only makes me angry and frustrated because it feels like you don't have full control. You either go all the way like those two games or you don't and make combat easier or sometimes even optional by having an alternative method. Thats probably why most porn games with combat have a turn based system. :)
The game is not even on version 1.0 yet, so we are aware that we have many places to improve. The process of developing a game with a small team is slow, it takes time, trying, making mistakes, fixing, improving bit by bit until we can finally say that something is 100% done. We started to develop this combat not more than 4 or 5 months ago and didn't have time to make as much polishment as needed to call it 'finalized' since it happened while we where also programing the quest system and the AI for the NPCs. Our approach is also different than describing the game simply as a porn game. We aim to have a good balance with lore immersion and mechanics to make sure that everything is there within a context so the erotic scenes will feel more real when they happen. It just takes time to reach this place because there is a lot of things that need to build up for this goal. Satisfying combat is one of them, and this is not a trivial or a fast task to do =)
 

DarkOrder666

Newbie
Apr 29, 2018
53
70
I hope that the author decides to add to the game the possibility of sex with monsters. Maybe in arena where can fight with others and in the minotaurs/orcs tribes, troll caves etc. Larger penises could cause a greater penetration effect e.g. the vagina will look irreversibly different even after sex, large penises will cause stomach bulge. It can be one of the story paths.
 
3.30 star(s) 41 Votes