fucking FRESH AS FUCK metroidvania. thank you so much. My only relevant feedback is that the boss at the end kinda fell into a loop for me so most of the fight was just repeating the same actions until he died.
ChthonicDev
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Very solid demo. My main feedback is that the camera when not locked on is waaay too low. Souls games usually keep your character's head exactly at the center of the screen. But here it seems like the center of the screen is more or less her bellybutton? IDK, but it's too low and uncomfortable to use. It works well when locked on though.
And also I haven't really found a reliable way to recover my posture? Sekiro let's you hold down L1 and stand still to recover it over time
The visuals are my only gripe with this demo, because everything else is FUCKING AWESOME.
I felt real clever when i checked under the sunk boat and found another revolver.
This format of riding a boat and stopping on sort of "minilevels" works great I think. It would be interesting to see a slightly more open map (not like a massive open world, but maybe a level that isn't completely linear).
Going back to the graphics, they're the only think that doesn't click with me, but maybe these are just programmer graphics, idk. But if I were you I'd focus on either the simple lowpoly stuff or go full into the 2d sprites
Extremely polished and feels very complete. I enjoyed it but there was something that started to really grind my gears. As far as I saw there is no way to avoid stuff auto-equipping when you pick them up with a free slot. And I actually wanted to keep blocking with my weapon instead of having a skill on my RMB. Which meant I had to constantly go into my inventory to unequip whatever gem I picked up. It was really annoying
DAMN I LOVED THIS. It's like playing metroid but controlling an elite from halo. Very weird mix but it feels good. Also I recognized that Demon's Souls music lmao. I skipped a huge part of the demo I think because I abused the wall jump to climb up that large shaft. Please don't remove that, it felt great to do. Other than that I don't have much feedback to give other than it feels weird that you can click and release quickly and you don't shoot the 3 burst. Like it cancels out if you release the button, it feels bad in a way. I'd prefer to know that whenever I click the 3 shots will come out every time.
I'm loving it so far! It's cute that you're recreating doom and quake levels, it didn't go unnoticed. And the hand drawn characters look charming as hell.
As far as feedback:
- The laser cannon very obviously doesn't go to the center of the screen. This is very easy to fix actually. Instead of shooting the laser in the direction of the cannon, spawn the laser with the same origin but with a direction towards the world position that the crosshair is hitting. Does it mean the laser might shoot slightly diagonally sometimes? yes. Will it be noticeable? 99% of the time no. And that's the way most big money games do it.
- Dodging and boosting on the same button makes sense. But only boosting when moving forward and only dodging in other directions feels awkward. Sometimes I want to boost sideways but for that i have to boost forward then change directions.
- Oh, the spark effect when landing makes it feel like you're taking damage, thankfully that's not the case but it's a bit confusing the first few times it happens.
Ah, I see, in that case maybe change the effect a bit after activating the checkpoints? they look very active and interactable since they keep spinning and are very eye-catching. Just giving them a visual cue that "this is now on but you can't interact with it anymore" would do wonders I think. And thanks for that clip, deflecting projectiles looks satisfying af.
Absolutely looking forward to the full game, hope it does well!
Feedback first: I was loving it but got softlocked when reaching the attic. The characters just stood there forever, no cutscene played, none of my inputs did anything, left a pretty sour taste. Other than that, holding [run] and [back] shouldn't put the character in a loop of 180° spins, it should just do it once. Also manual aiming with the D-pad works as expected but pushing the analog stick while aiming should turn the character in the direction of the analog stick, rather than simply turning the character clockwise or counterclockwise.
Now my impressions: Holy shit this is amazing. I was expecting something like Resident Evil with maybe some Megami Tensei but NOT PARASITE EVE. I am in awe, I kneel. Seriously though this is fantastic, I love everything about it. Visuals go hard, music goes hard, gameplay goes hard, demon designs go hard. 10/10
Zelda 1 is one of my favorite games ever, yet I've struggled to enjoy almost every other Zelda game after it. This game feels like Zelda 1, which is the highest praise I can give.
Beyond that, I love the sword crafting, the exploration, and the combat. Two pieces of feedback I'd give are that it reaaally feels like you should be able to block projectiles by attacking them (maybe a specific sword does it), and that the save-spot circles feel like they should heal you if you step on them again after activating them but they don't.
cool undervania. Only bad thing I can point out is the clashing artstyles of the Omori/Undertale inspired battles, the lowpoly exploration, and the clean style anime girl at the end.
Edit: good things are of course the setting, which is pretty interesting, and the combat which I hope develops into something truly unique.
I absolutely love the idea of a retro shooter in this setting and I think the game is on its way to do it justice. The two pieces of feedback I want to give are that optimization is needed since shotgunning a wall point-blank practically freezes the game for a second lmao, and that movement feels a bit unengaging. The game's levels are very big and I found myself wishing I could do anything to move faster. Bunnyhoping, just a sprint, anything.