Si eres fan de los Dark Souls, este GAMEPLAY by Emiss23, te va a encantar. El videojuego CLAY KNIGHT son solamente 2 bosses, de mecánica muy similar a los videojuegos tipo Dark Souls. Así pues, disfrútalo y en comentarios nos dices qué te ha parecido.
If you level up proabably leveling 12 Endurance is the best. It allows the player to do 4 Attacks(more than that is a garantiet hit) and 2 Rolls with the stamina more is not needed.
Great Game, but kind of easy Bosses and vigor is kind of pointless because the bosses are not oneshoting you and the flask are the same strength.
The Sekeleton has a over hat slam that can be looped over and over to allow for easy attacking.
The Second one is just roll or strave and then hit him 4 times R1 and roll away.
when rolling the i frames should start when i roll not late in the roll, like elden ring when you roll you cant get hit early in the roll only until you land. Sometimes when i roll into the boss i get hit immediently thinking the i frames got my back
Absolutely great game, especially for how long you had to make it, only problem I had was that I-frames weren't long enough, when I was fighting Nalenia her flurry attacks were almost undodgeable, and i'd always get caught on the last few. Great game though :D
Just finished it, what a great experience. You successfully built a souls-like mini game. What that means to me is that you created a game that requires some level of mastery over the mechanics you created. I think you can ignore alot of feedback including mine because in the end you accomplished what you set out to do. But if you'd like some feedback from a souls veteran, I've got you fam.
1. I-frames are just a tad too short and/or rolling/rolling recovery is a tad too slow. I have the urge to get up and close with Nalania, but I could never avoid more than one strike from her three-strike combo. The current mechanics reward those who keep their distance. That's is definitely ok if that is what you are going for.
3. Somethings aren't quite right with the stagger mechanic. I think there needs to be an extra millisecond or two of forgiveness because it was common to take damage after the enemy had been staggered.
4. Nalania's lunge attack has the potential to send player flying. I think this also relates to another thing I noticed where the enemy can really just bully the player with just their walking. Maybe the hit boxes just need refinement? This adds to rewarding players who keep their distance.
Great game and I really enjoy watching the making of video.
Hey man, I recommend implementing file hashes for the downloads (for security reasons). It would allow the users to make sure the files haven't been tampered with by a hacker. Look into MD5 or SHA-256 for more information.
having an issue playing with my xbox controller and it seems when im not locked on the heavy and light attack buttons are both light attacks and when i do lock on there both heavy attacks and un locking on doesn't change it back but other than that its a great game and id love to see it expanded on as a big dark souls fan myself its a cool project
I think there could be more stamina, longer range on the characters attack, and the heavy attack having more damage (custom key binds could be nice as well but definitely not needed). Other than that I love this game and think it has huge potential. Also occasionally the second boss would go flying across the map during that thrust attack
It was such a fun experience :D It has some bugs while rolling and with the dash attack of the second boss. The combat feels pretty slow. Except that, I didn't found anything more wrong. It was really fun and I would love a full game of this xD
I disagree. While I'm not personally a fan of this game's rolling mechanic, ds2 has the i-frames start at the beginning of the roll, this game seems to have them start at the end. the other dark souls tend to have them in the middle, so while it is different than most, it's definitely not like ds2. (I actually kinda like ds2 rolling, not as much as the other souls games, but more than this (no offense to the creator))
definitely has potential but there are some things that feel could use some work, mainly: -i frames on dodge rolls seem inconsistent -rolling after attacking is way to slow, making punishing really difficult -heavy attacks seem useless, they are way too slow and don't deal that much more damage. -your sword is deceptively short, its quite hard to hit enemies -Punish windows seem really bad on some attacks, ive found myself running away until one attack gets done that I can punish -You can't run on controller (It just does a dodge roll) -stamina runs out really quick, making it difficult to punish after dodging a combo -some boss attacks have deceptive hitboxes, makes dodging them difficult (especially in combination with dodging having inconsistent i-frames in general)
would definitely like to see a full version, but it feels like the basics need a lot of polishing first.
Thanks for the feedback. Just some things I'd like to point out tho: Sprinting is a separate button from dodging: Dodge - B [Space Bar]; Sprint A [L Shift] Fully charged heavy attacks are surprisingly good when fighting Nalani
I think this was done really well, very fun challenge and execution, would be cool to see a whole soulslike with a claymation twist on it but this alone was great, Nalani was pretty tough
It was really fun trying this out. It always feels good to fight a new boss to learn in these types of games and I feel like I got that. I played this because I saw the video and was very impressed. Playing it, I was even more impressed. My criticisms are few: Mainly dodge I-frames were lacking however I found the bosses had well designed attacks that basic movement was enough for me to get out of the way with spacing. At the end of the video I heard you said you would be interested in pursuing this further if we were interested, and I'll cast in my vote: I'm very interested. One thing I would love in a future update/project: A shield. I felt so naked playing this with out and form of block or parry which make up a core part of this type of game. Though I completely understand why one couldn't make it in this. Also one last thing I really enjoy. Sometimes when you fight the bosses against the wall, there weapon hits the wall making a lot of particles which looks so cool and intimidating. Helps them look powerful and makes the fight cinematic. You did so well and I'm so excited to see more of your work.
i really like the Style, UI and animations. But! I think the roll system is still the weak part here like DevGio mentioned.
The invincible frames are either too short or buggy as i got hit too often while rolling. The side sweep attack was nearly impossible to dodge somehow (normally rolling into the swinging sword in DS or ER helps with the short time I-frame but it was here often a mistake). And rolling away was even more strange getting always hit. This part is really important and makes the players too quickly frustrated.
Best Example is Bleak Faith: Forsaken where players lament about the same issue, while on the other hand the promising V.A.Proxy Demo showed a counter system with a very wide timing friendly part. Its better creating the difficulty of the game by not reducing the evasion possibilities. Gamers who don't understand the intention or programming process may think its just Jank, influencing others then. (Even more professional gamers see it that way sadly)
For difficulty, the Boss should either turn slower to the Player to give more time for an attack, gets staggert sometimes or does sometimes a stupid recharging segment in his pattern.
Overall i enjoyed this game and hope you will develope this idea further.
This game is awesome! I've never played any of the souls games, but I have always wanted to and this is just great! Once you get the hang of it, and understand the mechanics, its very fun! Though, I would suggest maybe adding some text as a tutorial in the first boss fight, maybe above the player's head to guide newcomers, because when I first started playing I didn't realize swinging took stamina so I would get frustrated thinking that the game wasnt registering my swing inputs after I had been dodging a lot. Also, I love the graphics on this, very nice!
well, the game is a souls like so the tutorial isn't needed, i mean the only tutorial they give in a souls like is the combat keys and roll, nothing else
Thanks for the feedback, just made that change. I guess I just really got used to how it was. But after moving the sprint button, dodging feels way better.
yeah its better now, but overall its too hard and im a big elden ring fan, after I swing it wont let me swing for like 2 seconds even when spamming the attack button, I can only get 1 hit very rarely and that move where he puts sword in ground and tiny nudges you seems too unfair.
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Always make sure to add a restart button for situations like this...
bro just found a hidden Oolacile township pvp fogg wall easter egg. +respect
If you level up proabably leveling 12 Endurance is the best. It allows the player to do 4 Attacks(more than that is a garantiet hit) and 2 Rolls with the stamina more is not needed.
Great Game, but kind of easy Bosses and vigor is kind of pointless because the bosses are not oneshoting you and the flask are the same strength.
The Sekeleton has a over hat slam that can be looped over and over to allow for easy attacking.
The Second one is just roll or strave and then hit him 4 times R1 and roll away.
Overall great
when rolling the i frames should start when i roll not late in the roll, like elden ring when you roll you cant get hit early in the roll only until you land. Sometimes when i roll into the boss i get hit immediently thinking the i frames got my back
Absolutely great game, especially for how long you had to make it, only problem I had was that I-frames weren't long enough, when I was fighting Nalenia her flurry attacks were almost undodgeable, and i'd always get caught on the last few. Great game though :D
Just finished it, what a great experience. You successfully built a souls-like mini game. What that means to me is that you created a game that requires some level of mastery over the mechanics you created. I think you can ignore alot of feedback including mine because in the end you accomplished what you set out to do. But if you'd like some feedback from a souls veteran, I've got you fam.
1. I-frames are just a tad too short and/or rolling/rolling recovery is a tad too slow. I have the urge to get up and close with Nalania, but I could never avoid more than one strike from her three-strike combo. The current mechanics reward those who keep their distance. That's is definitely ok if that is what you are going for.
3. Somethings aren't quite right with the stagger mechanic. I think there needs to be an extra millisecond or two of forgiveness because it was common to take damage after the enemy had been staggered.
4. Nalania's lunge attack has the potential to send player flying. I think this also relates to another thing I noticed where the enemy can really just bully the player with just their walking. Maybe the hit boxes just need refinement? This adds to rewarding players who keep their distance.
Great game and I really enjoy watching the making of video.
Hey man, I recommend implementing file hashes for the downloads (for security reasons). It would allow the users to make sure the files haven't been tampered with by a hacker. Look into MD5 or SHA-256 for more information.
having an issue playing with my xbox controller and it seems when im not locked on the heavy and light attack buttons are both light attacks and when i do lock on there both heavy attacks and un locking on doesn't change it back but other than that its a great game and id love to see it expanded on as a big dark souls fan myself its a cool project
I think there could be more stamina, longer range on the characters attack, and the heavy attack having more damage (custom key binds could be nice as well but definitely not needed). Other than that I love this game and think it has huge potential. Also occasionally the second boss would go flying across the map during that thrust attack
git gud noob
it would be nice if you could increase are characters attack range i have a hard time hitting enemys
git gud noob
this game be so ahh
Please fix the I-frames and this thing is perfect when i feel like suffering
WHY IS IT SO HARD!!!
Because it's a souls like game
Duh
the rolling is almost too responsive if that makes sense
It was such a fun experience :D
It has some bugs while rolling and with the dash attack of the second boss.
The combat feels pretty slow.
Except that, I didn't found anything more wrong. It was really fun and I would love a full game of this xD
The dodging feels almost identical to DS2's dodging mechanics. Wish it felt like something other than DS2
I disagree. While I'm not personally a fan of this game's rolling mechanic, ds2 has the i-frames start at the beginning of the roll, this game seems to have them start at the end. the other dark souls tend to have them in the middle, so while it is different than most, it's definitely not like ds2. (I actually kinda like ds2 rolling, not as much as the other souls games, but more than this (no offense to the creator))
I don't think this was supposed to happen. I think I rolled back into the wall and it phased me upwards and I got stuck up there.
Yeah, definitely not supposed to happen :D
Likely due to rolling on the gravestones.
definitely has potential but there are some things that feel could use some work, mainly:
-i frames on dodge rolls seem inconsistent
-rolling after attacking is way to slow, making punishing really difficult
-heavy attacks seem useless, they are way too slow and don't deal that much more damage.
-your sword is deceptively short, its quite hard to hit enemies
-Punish windows seem really bad on some attacks, ive found myself running away until one attack gets done that I can punish
-You can't run on controller (It just does a dodge roll)
-stamina runs out really quick, making it difficult to punish after dodging a combo
-some boss attacks have deceptive hitboxes, makes dodging them difficult (especially in combination with dodging having inconsistent i-frames in general)
would definitely like to see a full version, but it feels like the basics need a lot of polishing first.
Thanks for the feedback.
Just some things I'd like to point out tho:
Sprinting is a separate button from dodging: Dodge - B [Space Bar]; Sprint A [L Shift]
Fully charged heavy attacks are surprisingly good when fighting Nalani
i didn't finish the game cuz its so hard but ( the game is better then elden ring
) just kidding the game is extremely good im having a good time :)
Better than 90% of DS1 bosses.
thats a negative
I think this was done really well, very fun challenge and execution, would be cool to see a whole soulslike with a claymation twist on it but this alone was great, Nalani was pretty tough
It was really fun trying this out. It always feels good to fight a new boss to learn in these types of games and I feel like I got that. I played this because I saw the video and was very impressed. Playing it, I was even more impressed.
My criticisms are few: Mainly dodge I-frames were lacking however I found the bosses had well designed attacks that basic movement was enough for me to get out of the way with spacing.
At the end of the video I heard you said you would be interested in pursuing this further if we were interested, and I'll cast in my vote: I'm very interested.
One thing I would love in a future update/project: A shield. I felt so naked playing this with out and form of block or parry which make up a core part of this type of game. Though I completely understand why one couldn't make it in this.
Also one last thing I really enjoy. Sometimes when you fight the bosses against the wall, there weapon hits the wall making a lot of particles which looks so cool and intimidating. Helps them look powerful and makes the fight cinematic.
You did so well and I'm so excited to see more of your work.
i really like the Style, UI and animations. But! I think the roll system is still the weak part here like DevGio mentioned.
The invincible frames are either too short or buggy as i got hit too often while rolling. The side sweep attack was nearly impossible to dodge somehow (normally rolling into the swinging sword in DS or ER helps with the short time I-frame but it was here often a mistake). And rolling away was even more strange getting always hit. This part is really important and makes the players too quickly frustrated.
Best Example is Bleak Faith: Forsaken where players lament about the same issue, while on the other hand the promising V.A.Proxy Demo showed a counter system with a very wide timing friendly part. Its better creating the difficulty of the game by not reducing the evasion possibilities. Gamers who don't understand the intention or programming process may think its just Jank, influencing others then. (Even more professional gamers see it that way sadly)
For difficulty, the Boss should either turn slower to the Player to give more time for an attack, gets staggert sometimes or does sometimes a stupid recharging segment in his pattern.
Overall i enjoyed this game and hope you will develope this idea further.
This game is awesome! I've never played any of the souls games, but I have always wanted to and this is just great! Once you get the hang of it, and understand the mechanics, its very fun! Though, I would suggest maybe adding some text as a tutorial in the first boss fight, maybe above the player's head to guide newcomers, because when I first started playing I didn't realize swinging took stamina so I would get frustrated thinking that the game wasnt registering my swing inputs after I had been dodging a lot. Also, I love the graphics on this, very nice!
Oh and by the way, I think the Clay Exchange menu is broken, none of the buttons do anything
Use A or D (controller - d-pad side movement) to decrease and increase the stat.
ohhh yeah that works
well, the game is a souls like so the tutorial isn't needed, i mean the only tutorial they give in a souls like is the combat keys and roll, nothing else
the dodging feels very delayed hard to time anything right, maybe put sprint to shift instead of the same button as dodging
Thanks for the feedback, just made that change.
I guess I just really got used to how it was. But after moving the sprint button, dodging feels way better.
yeah its better now, but overall its too hard and im a big elden ring fan, after I swing it wont let me swing for like 2 seconds even when spamming the attack button, I can only get 1 hit very rarely and that move where he puts sword in ground and tiny nudges you seems too unfair.
Good Soup