(Played this in linux through wine) (Ignoring SFX)
Challenging boss, but for the wrong reasons. Your block is useless against him (so can't judge how block works since never used it), and the dodgeroll is way too slow for him. If the game had a side-dash like bloodborne and DS3 with dagger, with double the cost of dodgeroll, it would work out, and in fact I would love it because here, positioning matters a lot and you cannot strafe the enemy to then get a safe attack from the back. I loved this part.
However, without the above move, combat is unbalanced. Enemy boss is way too fast and you can rarely get a hit in, before spamming dodgerolls again.
Also, the enemy has an attack where he lifts mace but keeps it there for a delayed attack (no indication, since it's the same animation as all other slams) which makes getting hit by it feel random (very bad feeling)
I suggest increasing dodgeroll distance length a bit, as it doesn't make sense for any dodgeroll to be so short, it's a leap/jump after all.
I also don't like the charge attack, as it has huge endlag which always punishes you, basically guaranteed to be hit. Should be a default-available move.
Same for healing potions, which are even worse here, as they promote smorc/braindead combat, where you spam R1. Since it's more likely to stagger the enemy and get a healing potion, than dodge twice succesfully to get a hit.
As a programmer, it has a lot of potential, don't let the above discourage you, since the fix for the above are mostly just values and flags to change here and there after all.
Now that I think about it, there are so many plugins/addons in Godot, but not a single touches soulslike or action combat (DmC/Ninja Gaiden)
This has the potential for something great, especially since you can utilize the open-source nature of Godot and the good will in the open-source community to get free bugfixes etc
Nonetheless, I downloaded it, will play it within this week, looks so promising and it's stunning that it's made in Godot. Watched that clay video fully, am delightfully surprised you stepped further.
It's not made in Godot lol. What made you think that? It's made in Unity There's a video for Clayborne development as well, though it contains many more projects too
This is pretty cool so far! The player controller feels responsive and the boss move set is fun to interact with for the most part. It has enough variety to be interesting but it still feels realistic to learn it fairly quick. I will say though that a couple of his moves feel kinda cheap. Theres a string that he does where his eyes flash before swiping three times in quick succession that catches rolls and felt really hard to dodge unless I was already a safe distance away. The eye flashing is cool to signal other quick moves like when he strikes with the butt of his hammer though. I like how the healing feels! The animation is great and getting to stay mobile during it is nice. Building charge to use it is a neat concept but I think it would be cool to lean a little more into how Lies of P does it. Maybe lowering the initial amount of heals and getting to use them without charge, but allowing you to use a charge to get another once youve run out? On the topic of charges, I like the concept of the special attack but I never felt like it was worth missing out on a heal to use. The damage was a little low compared to using the basic strikes and the end lag put me in danger almost every time I tried it. I noticed there was a stun feature on the boss after enough hits and it might be cool if the special strike did guaranteed stun? Also a very minor note that I think it'd be neat to have some sort of particle emit when you're hit to add a some oomph. Overall it feels very promising! If it feels like most of this comment is criticism that's only because I wanted to be very descriptive. I had a good time with the demo and I'm glad you put it out. Also I just wanted to say, I've played a fair amount of your demos and its been very cool to see how much better you've gotten with modeling and animation. Looking forward to more!
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(Played this in linux through wine)
(Ignoring SFX)
Challenging boss, but for the wrong reasons. Your block is useless against him (so can't judge how block works since never used it), and the dodgeroll is way too slow for him. If the game had a side-dash like bloodborne and DS3 with dagger, with double the cost of dodgeroll, it would work out, and in fact I would love it because here, positioning matters a lot and you cannot strafe the enemy to then get a safe attack from the back. I loved this part.
However, without the above move, combat is unbalanced. Enemy boss is way too fast and you can rarely get a hit in, before spamming dodgerolls again.
Also, the enemy has an attack where he lifts mace but keeps it there for a delayed attack (no indication, since it's the same animation as all other slams) which makes getting hit by it feel random (very bad feeling)
I suggest increasing dodgeroll distance length a bit, as it doesn't make sense for any dodgeroll to be so short, it's a leap/jump after all.
I also don't like the charge attack, as it has huge endlag which always punishes you, basically guaranteed to be hit. Should be a default-available move.
Same for healing potions, which are even worse here, as they promote smorc/braindead combat, where you spam R1. Since it's more likely to stagger the enemy and get a healing potion, than dodge twice succesfully to get a hit.
As a programmer, it has a lot of potential, don't let the above discourage you, since the fix for the above are mostly just values and flags to change here and there after all.
Now that I think about it, there are so many plugins/addons in Godot, but not a single touches soulslike or action combat (DmC/Ninja Gaiden)
This has the potential for something great, especially since you can utilize the open-source nature of Godot and the good will in the open-source community to get free bugfixes etc
Nonetheless, I downloaded it, will play it within this week, looks so promising and it's stunning that it's made in Godot. Watched that clay video fully, am delightfully surprised you stepped further.
It's not made in Godot lol. What made you think that?
It's made in Unity
There's a video for Clayborne development as well, though it contains many more projects too
Thank you for the clarification, as I was certain it was in Godot. Though what I wrote applies for Unity as well,
I will go watch that video, missed that (was on my "watch later" list), cheers!
This is pretty cool so far! The player controller feels responsive and the boss move set is fun to interact with for the most part. It has enough variety to be interesting but it still feels realistic to learn it fairly quick. I will say though that a couple of his moves feel kinda cheap. Theres a string that he does where his eyes flash before swiping three times in quick succession that catches rolls and felt really hard to dodge unless I was already a safe distance away. The eye flashing is cool to signal other quick moves like when he strikes with the butt of his hammer though. I like how the healing feels! The animation is great and getting to stay mobile during it is nice. Building charge to use it is a neat concept but I think it would be cool to lean a little more into how Lies of P does it. Maybe lowering the initial amount of heals and getting to use them without charge, but allowing you to use a charge to get another once youve run out? On the topic of charges, I like the concept of the special attack but I never felt like it was worth missing out on a heal to use. The damage was a little low compared to using the basic strikes and the end lag put me in danger almost every time I tried it. I noticed there was a stun feature on the boss after enough hits and it might be cool if the special strike did guaranteed stun? Also a very minor note that I think it'd be neat to have some sort of particle emit when you're hit to add a some oomph. Overall it feels very promising! If it feels like most of this comment is criticism that's only because I wanted to be very descriptive. I had a good time with the demo and I'm glad you put it out. Also I just wanted to say, I've played a fair amount of your demos and its been very cool to see how much better you've gotten with modeling and animation. Looking forward to more!
cool game but alot of glitches such as
.unable to heal
cant special attack
death screen is glitched
hit box kinda weird
but for a play test ts rly gud
You need a combo charge to heal and/or special attack.
HE'S DOING IT
ts fun asl it captures the souls-like feel perfectly.