oh my gods, this may be my favourite demo of all time? and i've been playing demos since the ps1 days? if there was music/ambience and sfx that will be there in the final game, i would consider this perfect as a complete experience. extremely well-balanced, top hair level design, beautiful visuals (LOVE the vertex lighting-esque colours !!), fantastic combat/gameplay, rewards for exploration, flexible skill tree, cool ui, fun enemy placement, badger dudes in sexy armour, and ... well, everything else. it took me just over 3h to 100% this. although i'm obviously looking forward to the FULL-GAME, i hope the devs cook this as long as it needs to keep this high quality going !!
We appreciate the kind words! We are actively working on audio, and definitely plan on giving this the time we think it deserves. Thanks so much for playing and for the encouragement.
Looks super promising! Love the systems present here so far (the monhun-like armor skills seem neat). Looking forward to controller support as well (or maybe it's in the game already and it doesn't recognize mine, which is not a you problem since a solid half of the games I play don't lol). Also I'd recommend some asset culling or something similar in the area past the gate, the game starts noticeably lagging a bit on my pc when i look at it from the campfire :P Can't wait to see more!
Windows Defender gives "detected Trojan:Win32/Wacatac.B!ml" for me with the ZIP-File but not in the extracted files. You should send the file to the microsoft defender portal as a false positive or reupload the zip with another compression setting.
I really enjoyed this. ive always wanted to play a dark souls game and this feels exactly like what i expected. The only issue is the dodge feels very inconstant and like it only worked half the time when it mattered, not game breaking or anything. i also noticed that it looks like jumping while going up a slope removes the cool down for jump so you can jump continuously, which was at least fun lol. i loved it overall, its definitely a game ill find the money to buy once its out
Thanks for the feedback! Just to make sure we understand and can improve here: are you saying that sometimes you press the dodge button and nothing happens, or are you saying that you press the dodge button, do the dodge animation and sometimes take damage while dodging anyway?
I dont have a controller to play on any my key board is old, so what Im assuming is happening is the shift key is stuck for just long enough to make the character run and it cancels the dodge. This is technically a user error, but I was finding it very difficult to control, especially during the final fight where the dodge windows are very small. I understand why the dodge and run are the same button, and it makes sense, but I just found it caused problems; that is of course, if Im right about what the problem is. I also did get hit during dodges when I thought I wouldnt, but that is a skill issue I think
Understood! For starters, we will have key remapping when the game launches, so you can separate the inputs and make it more comfortable for yourself, but we will also look into improving dodging responsiveness. Thanks so much for the feedback!
I figured key binds would be added, but i thought i would still mention it. This game is very impressive, im very glad i found this demo, very exited for the full release!
Great demo, love the look and feel and it always play nicely! However can I suggest you to have an option to run without having to hold the dodge input? I really don't like this input in souls game because 1) it adds delay on the dodge 2) it also adds delay on the sprint start 3) a lot of players like other sprint mappings. And I don't mean like being able to remap the sprint, but a proper option to map another input AND deactivate the delay system on the dodge/sprint.
It's a lot of words for a simple suggestion and maybe something you already have in minds, but I though it's worth the share. Anyway great job!
Totally understand where you're coming from. We've been discussing this internally, and just started with what fromsoft does as a baseline. At minimum we will be adding full controller remapping before release, can't promise anything else at the moment other than the fact that this very design decision is being deliberated.
Okay make sense and of course I totally understand production imperatives. By curiosity, what are the pros you guys find in this current mapping (above being the base mapping for this genre)?
I just finished the demo. This game shows promise and I could not be more excited. I love the character designs, the world, and the tense combat. Without a doubt, I'll be buying the game on release.
Such a fun game already. The world feels atmospheric and fun to explore. The vibes are impeccable. The combat is good, the exploration and bow&arrow puzzles are great.
Feels like a lost PS1 one game in the best possible way!
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oh my gods, this may be my favourite demo of all time? and i've been playing demos since the ps1 days? if there was music/ambience and sfx that will be there in the final game, i would consider this perfect as a complete experience. extremely well-balanced, top hair level design, beautiful visuals (LOVE the vertex lighting-esque colours !!), fantastic combat/gameplay, rewards for exploration, flexible skill tree, cool ui, fun enemy placement, badger dudes in sexy armour, and ... well, everything else. it took me just over 3h to 100% this. although i'm obviously looking forward to the FULL-GAME, i hope the devs cook this as long as it needs to keep this high quality going !!
We appreciate the kind words! We are actively working on audio, and definitely plan on giving this the time we think it deserves. Thanks so much for playing and for the encouragement.
Looks super promising! Love the systems present here so far (the monhun-like armor skills seem neat). Looking forward to controller support as well (or maybe it's in the game already and it doesn't recognize mine, which is not a you problem since a solid half of the games I play don't lol). Also I'd recommend some asset culling or something similar in the area past the gate, the game starts noticeably lagging a bit on my pc when i look at it from the campfire :P Can't wait to see more!
Windows Defender gives "detected Trojan:Win32/Wacatac.B!ml" for me with the ZIP-File but not in the extracted files.
You should send the file to the microsoft defender portal as a false positive or reupload the zip with another compression setting.
Experienced the same thing (W10). Installing via the Itch app is a workaround that causes no Defender issues.
I really enjoyed this. ive always wanted to play a dark souls game and this feels exactly like what i expected. The only issue is the dodge feels very inconstant and like it only worked half the time when it mattered, not game breaking or anything. i also noticed that it looks like jumping while going up a slope removes the cool down for jump so you can jump continuously, which was at least fun lol. i loved it overall, its definitely a game ill find the money to buy once its out
Thanks for the feedback! Just to make sure we understand and can improve here: are you saying that sometimes you press the dodge button and nothing happens, or are you saying that you press the dodge button, do the dodge animation and sometimes take damage while dodging anyway?
I dont have a controller to play on any my key board is old, so what Im assuming is happening is the shift key is stuck for just long enough to make the character run and it cancels the dodge. This is technically a user error, but I was finding it very difficult to control, especially during the final fight where the dodge windows are very small. I understand why the dodge and run are the same button, and it makes sense, but I just found it caused problems; that is of course, if Im right about what the problem is. I also did get hit during dodges when I thought I wouldnt, but that is a skill issue I think
Understood! For starters, we will have key remapping when the game launches, so you can separate the inputs and make it more comfortable for yourself, but we will also look into improving dodging responsiveness. Thanks so much for the feedback!
I figured key binds would be added, but i thought i would still mention it. This game is very impressive, im very glad i found this demo, very exited for the full release!
Great demo, love the look and feel and it always play nicely! However can I suggest you to have an option to run without having to hold the dodge input? I really don't like this input in souls game because 1) it adds delay on the dodge 2) it also adds delay on the sprint start 3) a lot of players like other sprint mappings. And I don't mean like being able to remap the sprint, but a proper option to map another input AND deactivate the delay system on the dodge/sprint.
It's a lot of words for a simple suggestion and maybe something you already have in minds, but I though it's worth the share. Anyway great job!
Totally understand where you're coming from. We've been discussing this internally, and just started with what fromsoft does as a baseline. At minimum we will be adding full controller remapping before release, can't promise anything else at the moment other than the fact that this very design decision is being deliberated.
Okay make sense and of course I totally understand production imperatives. By curiosity, what are the pros you guys find in this current mapping (above being the base mapping for this genre)?
I just finished the demo. This game shows promise and I could not be more excited. I love the character designs, the world, and the tense combat. Without a doubt, I'll be buying the game on release.
Thank you so much!
Such a fun game already. The world feels atmospheric and fun to explore. The vibes are impeccable. The combat is good, the exploration and bow&arrow puzzles are great.
Feels like a lost PS1 one game in the best possible way!
Thank you so much!