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Unreal Engine Twiwood Tales [v0.71.9 Demo] [ENTITIES]

4.20 star(s) 5 Votes

ENTITIES

Newbie
Game Developer
Jun 19, 2025
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Is Steam the only way to buy the game?
Currently, apart from Patreon, yes. I think we will make more ways to buy the game via Subscribestar, more Patreon tiers, maybe itch.io if they allow sale again. As long as you don't have a problem playing it on steam, there should be enough options to buy once we release EA :}
 
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ENTITIES

Newbie
Game Developer
Jun 19, 2025
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The Demo progress still remain in the next version?
If you mean next Demo version, then yes. If you mean carry over Demo progress into full game, then no. Long story short, full game has much more than demo and is more complex.
 

D0v4hk1n

Active Member
Oct 4, 2017
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Currently, apart from Patreon, yes. I think we will make more ways to buy the game via Subscribestar, more Patreon tiers, maybe itch.io if they allow sale again. As long as you don't have a problem playing it on steam, there should be enough options to buy once we release EA :}
And is the full game available to purchase right now or is it a demo on Patreon and Steam as well?
 

Larry_Forsyth

Newbie
Sep 25, 2024
15
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I really like this. They seemed to put a lot of thought into it, but not a lot of content at this stage. There is one boss, but it takes a lot of time to beat him. I would love to see a rebalance on that or a way to play the game at 2x or 3x speed. I would also like to see a female protagonist. Anyway, one of the better games out here
 
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ENTITIES

Newbie
Game Developer
Jun 19, 2025
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And is the full game available to purchase right now or is it a demo on Patreon and Steam as well?
For now it's only the Demo. We are working on the EA version currently. Once finished, it will be available for purchase. Hopefully very soon (this year) :}.
 
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ENTITIES

Newbie
Game Developer
Jun 19, 2025
66
126
33
I really like this. They seemed to put a lot of thought into it, but not a lot of content at this stage. There is one boss, but it takes a lot of time to beat him. I would love to see a rebalance on that or a way to play the game at 2x or 3x speed. I would also like to see a female protagonist. Anyway, one of the better games out here
Hey Larry_Forsyth, really appreciate the kind words and feedback!


This build is still just a demo, so there’s only a slice of what’s coming. The full version will have faster pacing, rebalanced combat, and a lot more content: new bosses, enemies, maps, magic, and techniques, pretty much everything is getting expanded.


And about the female protagonist... let’s just say that might be something for after the Early Access release ;)


Thanks again for giving it a try and taking the time to share your thoughts!
 
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Nopenopeno

Member
Jul 27, 2018
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Think I've tried this game twice. Each time I get to a point where I die and lose all progress, then delete the game since I know I won't waste anymore time on it. Hopefully there is a better system planned, as I don't feel like I get to play long enough to find any decent gear / weapons, or really figure out the game's mechanics. Some like a challenge, some just want to play and collect scenes. If you punish either, you will lose out on Supporters.
 

ENTITIES

Newbie
Game Developer
Jun 19, 2025
66
126
33
Think I've tried this game twice. Each time I get to a point where I die and lose all progress, then delete the game since I know I won't waste anymore time on it. Hopefully there is a better system planned, as I don't feel like I get to play long enough to find any decent gear / weapons, or really figure out the game's mechanics. Some like a challenge, some just want to play and collect scenes. If you punish either, you will lose out on Supporters.
Hey Nopenopeno,


Thanks a lot for giving the demo a try (twice!) and for sharing honest feedback. Your point is valid and it helps us.

If I understand correctly, you’d like to see a more forgiving or story-focused mode, where players can explore, collect scenes, and experiment with the mechanics without the full roguelite punishment?

If so, that’s definitely something we’ve been discussing. The goal is to keep the challenge for those who enjoy it, but also make sure players who want to experience the story and characters can do so without too much frustration.

Once we finish this feature for Early Access, we’ll also update the demo to include it.
 
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Oct 4, 2018
7
15
40
Quite good.
I beat the demo boss a couple times and have pretty much experienced all that there is for the demo except spending half an hour spinning the wheel for the fox girl.
Shows hella promise as a concept. Big fan of all the visual settings you can change since I'm running on hardware old enough to vote. Think the gameplay loop of "Hold block to find out what the enemy move is, Try dodging it now that I recognize the move name and know what it looks like, Finally try parrying it (and fail) now that i know the timing" Comes together really nicely. Do think progression could use some work though.

The charm of Inscription was knowing death wasn't a setback and instead a necessary drawback that's part of learning. The darksouls use-it-or-lose-it xp mechanic feels out of place. Losing dust on round end didnt really come into play since I ended up using all my dust to level up strength and vitality the second i got it and was just annoying when i didnt understand to just spend it all. Would be nice if meeting a difficult challenge made me feel "I made it far enough this time" rather than "cmon i wish i had more hp to win this". Felt less like a rouge-lite and more like an rpg I kept dying in.

I think a lot of the frustration with the difficulty others are having is partially a skill issue but also a UI and progression thing. If the darksouls xp system is here to stay, the character leveling system should probably be on the map menu so unfamiliar/unskilled players know they can level up in between fights and more importantly in between runs. Its very likely the players complaining are NOT leveling up at all during runs and are trying to salvage with scraps left after each loss.

PERSONALLY (im just some guy, I'm not arrogant enough to think i'm right about everything here) I think the darksouls xp and leveling system doesnt belong in a rouge-lite or atleast not in its current state. There should a progression system AFTER a run not just DURING a run, as of right now there is no benefit to a run ending other than being able to get back to easier fights. Every upgrade possible can be done during a run leading to the feeling that losses AREN'T expected and are your fault for being bad or the game developer's fault for making it too hard when in reality you just need to lose some more to level up.

My underqualified idea:
A traditional level up after each combat (maybe based on enemies defeated) which brings up the level up menu and lets you put points into a stat. At the end of a run you could maybe retain a percentage of the stats you gained based on how far you got, or maybe have your level converted into xp that you never lose and works the same way current leveling works, or maybe spend the dust you collected to retain stats in some other way.

Its possible the vision the creator has requires this system and we just dont understand it since the rest of the game is missing and the menus arent complete. I just personally dont like the strategy of spending all xp the moment you get it and pretend the darksouls system isnt there by only losing like 100 dust, the traditional rouge-lite system of "cashing in" a successful run feels missing. I still enjoyed the game WITH the system once I learned it so as I said it COULD just be a clarity and skill issue though.

Also the "I want to be powerful" or "I want to feel Weightless" event is bugged and you can keep clicking on where the option used to be instead of leaving for infinite of both rewards (like a 3s cooldown in between clicks). Also Also a visual indicator of what portion of a parry is invincible like the shield having a shine/glint would be SO good, Its hard to tell by how much i missed the parry without it.
 

ENTITIES

Newbie
Game Developer
Jun 19, 2025
66
126
33
Quite good.
I beat the demo boss a couple times and have pretty much experienced all that there is for the demo except spending half an hour spinning the wheel for the fox girl.
Shows hella promise as a concept. Big fan of all the visual settings you can change since I'm running on hardware old enough to vote. Think the gameplay loop of "Hold block to find out what the enemy move is, Try dodging it now that I recognize the move name and know what it looks like, Finally try parrying it (and fail) now that i know the timing" Comes together really nicely. Do think progression could use some work though.

The charm of Inscription was knowing death wasn't a setback and instead a necessary drawback that's part of learning. The darksouls use-it-or-lose-it xp mechanic feels out of place. Losing dust on round end didnt really come into play since I ended up using all my dust to level up strength and vitality the second i got it and was just annoying when i didnt understand to just spend it all. Would be nice if meeting a difficult challenge made me feel "I made it far enough this time" rather than "cmon i wish i had more hp to win this". Felt less like a rouge-lite and more like an rpg I kept dying in.

I think a lot of the frustration with the difficulty others are having is partially a skill issue but also a UI and progression thing. If the darksouls xp system is here to stay, the character leveling system should probably be on the map menu so unfamiliar/unskilled players know they can level up in between fights and more importantly in between runs. Its very likely the players complaining are NOT leveling up at all during runs and are trying to salvage with scraps left after each loss.

PERSONALLY (im just some guy, I'm not arrogant enough to think i'm right about everything here) I think the darksouls xp and leveling system doesnt belong in a rouge-lite or atleast not in its current state. There should a progression system AFTER a run not just DURING a run, as of right now there is no benefit to a run ending other than being able to get back to easier fights. Every upgrade possible can be done during a run leading to the feeling that losses AREN'T expected and are your fault for being bad or the game developer's fault for making it too hard when in reality you just need to lose some more to level up.

My underqualified idea:
A traditional level up after each combat (maybe based on enemies defeated) which brings up the level up menu and lets you put points into a stat. At the end of a run you could maybe retain a percentage of the stats you gained based on how far you got, or maybe have your level converted into xp that you never lose and works the same way current leveling works, or maybe spend the dust you collected to retain stats in some other way.

Its possible the vision the creator has requires this system and we just dont understand it since the rest of the game is missing and the menus arent complete. I just personally dont like the strategy of spending all xp the moment you get it and pretend the darksouls system isnt there by only losing like 100 dust, the traditional rouge-lite system of "cashing in" a successful run feels missing. I still enjoyed the game WITH the system once I learned it so as I said it COULD just be a clarity and skill issue though.

Also the "I want to be powerful" or "I want to feel Weightless" event is bugged and you can keep clicking on where the option used to be instead of leaving for infinite of both rewards (like a 3s cooldown in between clicks). Also Also a visual indicator of what portion of a parry is invincible like the shield having a shine/glint would be SO good, Its hard to tell by how much i missed the parry without it.

Hey orangejuicekiller123!

To begin with, thanks so much for taking time to play and write this review :love:

The "Blind Choice" event bug you mention, good catch, we're fixing it.

The parry invincibility idea is awesome, I think we will implement it and see if it helps people with parying :unsure:

We love how you describe learning loop using Block, Dodge and Parry - awsome for figuring that out!

The frustration because of badly explained/showed levelling mechanic - I have to agree, we need to double down on visibility on the map.

In terms of traditional roguelike levelling, that was the initial idea. Since many people complained about the difficulty, we introduced it to be accessible any time. Yes, you would get a chunk of XP to lvl up after a run (more if you win, less if you lose). But leaving the access to levelling at any time and rewards being granular, is our approach to mix rpg and rogue-like vibes.

There are bigger rewards in full version for certain fights. Perhaps we should have a reward for completing runs as well :unsure:? Need to think and test, that's the reason we are releasing into EA, cause we want to experiment and see what works for players.

But I do get the idea that it is annoying to not know when and where to level up, we'll fix it.

Thanks again for going deep on this. ;)
 

Nopenopeno

Member
Jul 27, 2018
453
459
238
Hey Nopenopeno,


Thanks a lot for giving the demo a try (twice!) and for sharing honest feedback. Your point is valid and it helps us.

If I understand correctly, you’d like to see a more forgiving or story-focused mode, where players can explore, collect scenes, and experiment with the mechanics without the full roguelite punishment?

If so, that’s definitely something we’ve been discussing. The goal is to keep the challenge for those who enjoy it, but also make sure players who want to experience the story and characters can do so without too much frustration.

Once we finish this feature for Early Access, we’ll also update the demo to include it.
Thanks for the reply. Sorry for the late response, I must have missed the notification. I will give the game another try in an update or two (don't get a lot of time for this kind of stuff).

I am always interested in more story and character developmentà. But my main frustration in the immediate, was the loss of progress. I personally do not play these games for the challenge. I know some do, and I'm not trying to take that away from them. I was only asking for an option to be able to Save, or have a more frequent Checkpoint system. This seems like a minimum to me to retain a player base. After that, story, characters, H scenes... all the things we hope for in these games, is a great next step.
 
4.20 star(s) 5 Votes