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Post by firehawke on Jun 22, 2016 23:36:19 GMT -6
I signed up just to get my feedback in from the demo. Not bad, not bad at all. The demo makes me feel this is going to work. I did have one concern-- turning around seemed to be less responsive and slower than SOTN, and I found myself (and at least one other person I was watching on Twitch earlier tonight) attacking in the wrong direction because the turn-around hadn't completed yet in a number of cases. That could probably be tightened up just a hair.
Otherwise, I'm liking the feel quite a bit. I felt *immediately* at home with the controls and there was almost zero learning curve. If you handed someone SOTN and had them come back and try this, they'd immediately get it. That's good.
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barabos
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Post by Barabos on Jun 22, 2016 23:37:42 GMT -6
The main issue I had with the demo was the monotone attack pattern for the sword. Thought it too boring and lacking in flavor. I'd prefer if the same button either produced different attacks, for example the basic forward slash would be followed by a rising horizontal slash from bottom to top and then a top to bottom horizontal slash would follow last. It could be a cycle that could be repeated or maybe sword attacks could be mixed with with the use of two different buttons for a combo. Whatever works as these are just random examples of mine. All I need is for the sword attacks to be able to become diverse and stylish instead of the single attack pattern present in the demo.
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Serenus
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January 1970
GUEST
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Post by Serenus on Jun 22, 2016 23:43:28 GMT -6
Just finished the demo, and I liked it quite a bit! A few things I noticed:
- Tried using the sword, and it wasn't dealing any damage. Starting a new game fixed it. - Combat feels a bit sluggish, especially when trying to jump-slash. I had a hell of a time trying to kill the Amys with my sword unless I just waited for them to come at me. - I don't know about anyone else, but I stuck to the sword for almost the whole demo. I tried using the kick attacks, but it was pretty hard to find the sweet spot where I could hit enemies without flat-out running into them due to the short range of the kick and Miriam's imprecise movements. - I had more difficulty than I think I should have trying to pass down through thin flooring. Again, due to Miriam's imprecise movements, I would be just a little off of the center of the platform and accidentally perform a slide. - When switching equipment, I'm not sure that "Unequip" should be the first item in the list. I kept expecting my list to start with the first item that I picked up and go chronologically downward--I don't think that players are going to want to unequip items often enough to justify it being the cursor default. Maybe leave the unequip option at the top, but force the player to cursor up to get to it.
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Jun 7, 2016 20:46:26 GMT -6
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Post by zerotyranos on Jun 22, 2016 23:44:21 GMT -6
I just played a little bit and I enjoyed it ... to be only a small demo for an expo it shows the great progress the dev team have done, the controls and pretty good, the animations look nice, I could play @30fps on 1080p and @60fps (Nvidia 850m & Intel Core i7), the only thing I noticed but wasn't sure if it has been notified or expected is the collision detection with the walls, it looks like Miriam can go halfway through them... Aside of that it's a great amount of progress that has been shown in this demo and I'm waiting at least for the beta later xD Great Job!
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CastleDan
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Post by CastleDan on Jun 22, 2016 23:46:27 GMT -6
To the user complaining about the health bar, I gotta say I disagree. The blood dripping effect is especially awesome. Don't need to make it over the top and stylized. It's simple, easy to look at, and not distracting. With a cool visual touch that makes it interesting. Love it.
I gotta say, I love Yamane's tracks in this, they're beautiful and I hear some SOTN musical nods. During the boss theme the string part in it, I wish that melodic part went on longer it's so damn beautiful that it's a shame when it ends.
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Jun 28, 2016 23:12:41 GMT -6
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knightime
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Jun 22, 2016 22:56:44 GMT -6
June 2016
knightime
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Post by knightime on Jun 22, 2016 23:47:01 GMT -6
Thank you all for the feedback so far! We're loving all the positive energy we're getting. From my side, we'll probably fix a lot of the translations and of course, the spelling errors too. There's a set letter count for each menu/description so some of the wording is very awkward. The final game will be localized by a professional, so it'll be much more natural! Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. I just got one on my third playthrough, seems like a pretty good shard! It's good that you can only have two out at once too, since it does almost as much damage as the Dullahammer shard I did run into a glitch with the map though:
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MilesWings
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Jun 22, 2016 23:24:29 GMT -6
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Post by MilesWings on Jun 22, 2016 23:47:18 GMT -6
So I'm new here, but I'll paste my comment from facebook: I've just played the demo and it's amazing! The physics and animations are very fluid and Miriam is looking great~ love the scarf The black outlines on characters look good too, it helps to see them better and it's like the classics. Thanks for adding breakable hidden things and the Kung fu Boots too, they are fun and more challenging to use than other weapons, because you need to be closer to hit. I really like hand on hand (or foot lol) combat and it reminds me of Alucard's knuckles. I just hope they get stronger versions to keep being used in late game too. Honestly I'm very happy I've backed the project. It seems it will be a great game! But also I'd like a more iconic Level Up jingle, you decided to keep it simple but remember SotN one? That doubled the satisfaction of growing stronger! Keep that in mind for SFX in general plz~ ;D
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Natheism
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Nov 24, 2024 15:05:32 GMT -6
Natheism
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Nov 24, 2024 15:05:32 GMT -6
January 1970
GUEST
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Post by Natheism on Jun 22, 2016 23:51:21 GMT -6
Just played through the demo and had a few thoughts...
Overall... it was great! I can't wait for the alpha build!
Otherwise, just a couple of nitpicks. Coins could drop a little faster. "now loading..." font could be stylized. Controls could be tightened a bit. I found them a little slow. Perhaps this changes as stats improve. Enemies were a little slow as well.
Lastly, (and I am sure, controversial) I LOVE that Miriam's accessories change when equipped, but I HOPE her outfit will as well. When I unequipped it, I was hoping to see her in some skivvies, as that would have been an indication of outfits changes later on. So, hopefully there will be, and hopefully some will be sexy as @#$%!
Thanks!
Natheist
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Aug 14, 2016 13:50:14 GMT -6
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mendinso
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Jun 22, 2016 23:45:27 GMT -6
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Post by mendinso on Jun 22, 2016 23:53:48 GMT -6
I had a little bit of an issue when playing the game, but it didn't affect anything, really. When playing it, trying to play the game at 1080p, the game would just minimize and not want to Fullscreen, even on repeated attempts to try to get back into the game. The game, however, when defaulting to 900p (I believe), would Fullscreen and not give me any issues what so ever. Not sure if it had anything to do with my 4GB of DDR2 ram, but... Anyway, my specs were RADEON R9 270X, 4GB DDR2, and AMD Phenom II X6 1090T 3.20GHz, running on Windows 10. Worth noting that outside of the resolution bug, the game ran pretty smoothly. Game also controlled pretty nicely and definitely felt good. Graphical presentation... Maybe not perfect, looked overall decent. Not sure if the character in the Wall will be fixed, but worth noting. Music sounded nice, though was a little low. Kinda wish it was a bit higher. I'm assuming the final game will probably have sound options, so probably nothing I should complain about. (PS. I noticed a certain "FRN" (French) folder in the voice acting folder... )
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Post by arct1c0n on Jun 22, 2016 23:53:50 GMT -6
Sound level adjustments in game are an ABSOLUTE MUST!!!
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Sept 3, 2016 8:13:46 GMT -6
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lazloenkuldes
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Jun 22, 2016 23:43:38 GMT -6
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Post by lazloenkuldes on Jun 23, 2016 0:10:41 GMT -6
Really loved the demo, bugs aside, I think the game feels great. Hoping we can get more keyboard support since I was totally clueless on which keys does what. Was actually surprised to see a familiar monster there haha. Especially love Miriam's attack poses, they looked really stylish, anyway, my only nitpick so far would be how the map looks like, hope it gets changed, haha, it's no biggie but it just looks so old (love the throwback it gives though ).
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genemag
New Blood
working, 3D Animation/TD
Posts: 22
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Jun 29, 2018 20:45:20 GMT -6
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genemag
working, 3D Animation/TD
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Jun 22, 2016 23:57:10 GMT -6
June 2016
genemag
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Post by genemag on Jun 23, 2016 0:12:29 GMT -6
Tested the demo a few times.
Overall I'm liking the direction the game's headed.
I have several notes, mostly about controller input and frames. Some of these describe why some inputs feel sluggish, and some recommendations on how to fix them.
=============================================================================== Input and animation frames: --------------------------------------- Some actions take up several animation frames to execute, and then several frames to transition to idle. Jump and attack inputs are completely dropped for the whole duration of the [attack -> attack-to-idle] animations. Makes it feel like the game becomes unresponsive.
- I recommend adding an input buffer for attack and jump. If you press attack or jump before an animation finishes (between 5-10 frames @ 60fps,) trigger attack/jump right after the current animation finishes.
--------------------------------------- Kicks get animation-canceled during [airborne-to-grounded] animation (press kick when Miriam's falling, around 1 foot off the ground). The leg animation does not fully play out, so the attack's hitbox is effectively zero. It makes it feel as if input is getting dropped. The sword also gets animation-canceled, but it feels less severe.
- If possible, set the kick attack's hitbox to its full size starting from its animation's frame 1. This will ensure that the kick will always feel like it registers your attack input. Adding VFX for the kick (similar to the sword slash FX) will also help to maintain the attack's hitbox even if you're in [airborne-to-grounded] transition. Reducing the animation frames from wind-up to full leg extension by 50% would also help.
- Another solution is to force a 'grounded' attack if you attack that close to the ground, having the full [attack-to-idle] animation play out instead of the [airborne-to-grounded] animation. (This probably wouldn't apply to very high falls where you need to play the high fall recovery animation.)
--------------------------------------- Try this: Quickly press left and right repeatedly and press attack. Miriam attacks in the direction she's currently facing. So if you press attack while she's in her [left-to-right] or [right-to-left] transition, you are not 100% sure of which direction her attack animation will face. This also applies to her backstep. If you mash the backstep button, she'll keep on moving in the same direction, even if you're pressing the DPad/LStick in a different direction.
- I recommend this setup: If your DPad/LStick is neutral, have her attack in the direction she's currently facing. If you're pressing DPad/LStick and press attack, have her attack in the direction of the DPad/LStick at the moment attack was pressed. This makes it feel like the attack will 100% correspond to your controller input.
--------------------------------------- Right now it's very hard to attack upwards with Directional Shards while jumping. Very uncomfortable pressing RStick and jump at the same time with one hand.
- If possible, have Directional Shards attack in the direction DPad/LStick is pressed when RStick is neutral. Or at least have it as an option in the settings.
--------------------------------------- Overall, I feel like the sluggishness is caused by transition animations, and actions being too dependent on Miriam's animation states and less on controller input. It's probably hard to get these tweaked, but they'll greatly boost the apparent responsiveness of the controls if they can be done.
=============================================================================== Visual feedback: --------------------------------------- Overall I'm liking the hitboxes of everything (Miriam, enemies, projectiles.) The Dullahammer's flail attack is a bit hard to see though, as its color matches his body. You normally don't expect an enemy's full silhouette to change so much so quickly.
- For ranged/thrown attacks, it would be nice to have an additional VFX on top of the flail (similar to sword slash FX) to make it stand out more from the enemy/background. --------------------------------------- Some of the thin platforms are hard to see, specifically the upper nets.
- I suggest either making them brighter (the current dirt texture make them hard to see,) or make them a little bit thicker.
=============================================================================== Menu: --------------------------------------- I suggest giving Shards a dedicated entry in the main menu (but still keep the current ability to switch between equip/shard by pressing x.) So the menu will look like this:
[Equipment] [Shards] [Inventory] etc.
This will also probably need more playtesting, but it might be better to rearrange the menu into this if consumables are a major element in the game.
[Inventory] [Equipment] [Shards] etc.
===============================================================================
I'll play a bit more of the demo tomorrow. I might add in a few more entries.
Also, if you guys want, I can try doing some animated gifs to show what I'm describing in the wall of text above if they're too vague. (I don't have proper video editing software on my laptop right now, so I can't do annotated video capture...)
Cheers.
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Dengojin
Wild Rose
Global Moderator
Posts: 212
inherit
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1
Nov 14, 2021 16:54:54 GMT -6
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Jan 4, 2016 6:20:17 GMT -6
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Post by Dengojin on Jun 23, 2016 0:13:15 GMT -6
Okay just finished the demo and I must say that I am so happy that I have got to back this game, I wish if I can even upgrade my pledge up to 1000$! because I saw and felt the potential of the final game. Now if you just excuse me to point out some stuff :
- The game overall design is right on place. the soundtracks, the animation and the graphics.. even thinking about how it's only 10% finished is making me feel more excited to see the final result.
- it was was pretty polished for an E3 demo, but I have noticed some few stuff that I will mentioned at the end of my post
- the reflection of the light FX is really gorgeous and it's making things atmospheric, but I wish if we actually got to see the rain drops on the ship not just an overlay on screen and Miriam's hair need more physics!
- Demo felt too easy ( it's a demo after all ) but enemies could really use more speed or patterns, I just wished if there was just more challenging enemies.
- it was never explained if a certain weapon is either one handed or two handed, I think the shoes should have been a one handed weapon ( or at least we are not able to use the second weapon slot for this demo )
Now allow me to put down the glitches I have found so far :
- the backdash animation end through the wall
- if you hit using a sword then unequipped it from the start menu, you will notice that Miriam is on her "holding sword" animation with her bare hands ( not a big deal, but it can be fixed easily I hope )
- Head flail end animation is missing 1 or two frames, can't really tell but there is definitely something missing .
That is all I have for today, Thank you IGA and everyone who is involved with this project. Much love!
P.S : Morte has no shard!
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GameFreak98
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Nov 24, 2024 15:05:32 GMT -6
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GUEST
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Post by GameFreak98 on Jun 23, 2016 0:16:44 GMT -6
When I tried to run the demo the game is running slower than it should, I'm using Windows 10 and I meet all the system requirements.
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xanek
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Jun 23, 2016 0:15:11 GMT -6
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xanek
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Post by xanek on Jun 23, 2016 0:19:42 GMT -6
Unable to make the spell from Morte Cannon (E) be directional on keyboard, plus really hard to figure out what any controls are on keyboard..
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Ciel
Executor of the Church
Ancient Legion
じーっ
Posts: 853
inherit
Executor of the Church
171
0
Sept 25, 2023 14:37:47 GMT -6
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Ciel
じーっ
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Jun 17, 2015 22:18:47 GMT -6
June 2015
krion
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Post by Ciel on Jun 23, 2016 0:19:45 GMT -6
I just recorded the full demo walkthrough, managed to get almost all the shards, and accidentally two secrets. Enjoy or not
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lai
Loyal Familiar
Professional lurker and OOE expert
Posts: 107
inherit
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Jun 13, 2024 14:49:17 GMT -6
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lai
Professional lurker and OOE expert
107
Sept 7, 2015 18:56:30 GMT -6
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Post by lai on Jun 23, 2016 0:26:51 GMT -6
Psst.... is there anyone who got the Amy shard? If you did, lucky you! It only has 1% drop rate in this demo. That's evil no wonder I took like half an hour grinding for it.
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dareka
Dhampyr
Loyal Familiar
Posts: 345
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Mar 8, 2023 13:21:18 GMT -6
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Post by dareka on Jun 23, 2016 0:30:28 GMT -6
First, let me just say one thing.... THANK YOU LORD* FOR THIS GAME!* of the Night.I'd all but given up hope of ever seeing an Igavania running on hardware that's oh, I don't know, more powerful than the ORIGINAL PlayStation. Think about it: even the Dawn of Sorrow couldn't match up to the original SoTN ... probably more to do with budget constraints than the actual hardware, but still... "This game feels like the REAL sequel to the original SoTN, 20 years in the making"Now, with that out of the way, the little feedback I can offer: 1. Played it on an underspec'd machine (a Surface Pro 4 i7 8GB), so I had to use a 720p window. Despite the choppiness, it was still playable (if you don't mind not being able to jump and attack at the same time), but I noticed the collision detection for regular attacks would fail when the game was under a lot of stress (was OK for the fire attack). I mention this because I've done programming for mobile games and collision detection was the issue I had to deal with the most, as a game that was bugless on an iPhone 5 would have collision detection bugs on a lower spec iPod and such - it's what happens when you check collisions per frame, and the engine decides it might as well skip a frame, why not! Now, since the attacks did not hit even though the sword animation came out, maybe the frame with the collision box was skipped? Dunno, but if the frame rate's liable to drop on a minimum spec machine, it might be an issue that's worth looking into, since there are workarounds. As for me, I ordered the PS4 version, so I'm not really worried. 2. Forgive me if this has already been mentioned, but are there plans to be able to rotate and zoom Miriam's character model on the game menu?
Because it looks really awesome. And you just want to, you know, rotate it ( I mean left and right, guys - get your minds out of the gutter) 3. I could not find any walls that are breakable by using regular attacks. Will there be any in the final game?Given that it's the "tutorial" level I wouldn't expect any, but the use of cannons to break walls on the galleon made me kind of worried the castle won't have any at all - that all the wall breaks will be "scripted." While it might sound dumb, just knowing that there could be a hidden passage way right in front of you, one that you could access with a quick swing of your sword, gives you a greater sense of adventure and discovery. All Igavania games have had breakable walls, except one: Harmony of Dissonance for the GBA, and that' my least favorite of the bunch. Overall, the demo was fantastic, and I can't wait for the finished product! 闇の将軍IGA様に万歳!!!(Long Live Lord IGA, Shogun of the Night!)
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T. Cheek
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T. Cheek
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Nov 24, 2024 15:05:32 GMT -6
January 1970
GUEST
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Post by T. Cheek on Jun 23, 2016 0:33:34 GMT -6
Just curios. Can you still get a shard if you kill with a magic attack?
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sleyer
New Blood
[TI0]
Posts: 88
inherit
820
0
Mar 15, 2023 3:55:52 GMT -6
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[TI0]
88
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Post by sleyer on Jun 23, 2016 0:35:35 GMT -6
3. I could not find any walls that are breakable by using regular attacks. Will there be any in the final game?Given that it's the "tutorial" level I wouldn't expect any, but the use of cannons to break walls on the galleon made me kind of worried the castle won't have any at all - that all the wall breaks will be "scripted." While it might sound dumb, just knowing that there could be a hidden passage way right in front of you, one that you could access with a quick swing of your sword, gives you a greater sense of adventure and discovery. All Igavania games have had breakable walls, except one: Harmony of Dissonance for the GBA, and that' my least favorite of the bunch. There is one that I found, not sure how spoilery people want so I'll just say it's there.
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