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Post by Esperware on Jul 15, 2017 8:48:57 GMT -6
Hello all. I'd like to thank XombieMike for letting us share our project here. Our demo is available now at any of the following: |STEAM|store.steampowered.com/app/375390/Anathema/|INDIEDB|www.indiedb.com/games/anathema/downloads|ITCH.IO|esperware.itch.io/anathema|OFFICIAL WEBSITE|www.anathemagame.com/TRAILERSUMMARYAnathema is a love-letter to classic action-platformer series' such as Castlevania, Mega Man X, Ninja Gaiden and Ghosts 'n Goblins. Presented in HD using modern technology to pre-render sprites as seen in the mid-90's with games such as Killer Instinct and Donkey Kong Country. Players will fight through 12 stages of a highly detailed world that is out to destroy them. Enemies will be varied, powerups will be plentiful, bosses will be challenging and the controls will be tight.FEATURES- Run, double-jump, slide, climb walls and swing across chasms. Players have an extremely agile list of abilities to maneuver and explore environments.
- Explore a variety of levels ranging from haunted graveyards, living swamps, creaking shipwrecks, inner beasts and more. Each area brings new themes, challenges, enemies and threats.
- Motion comic styled cutscenes after each level to tell the story of Aurora and her quest with full voice acting.
- Permanently increase your maximum stats and abilities by exploring stages for powerups, relics, tomes and other secrets.
- Unleash an arsenal of abilities. Players can incinerate, mince, slash, blast and crush enemies in a variety of manners using various subweapons and special abilities. Players can also temporarily increase their stats to empower their attacks to even resurrect themselves should they die.
STORYSince the dawn of humanity, angels have watched over mankind under the command of the creator. One of The Creator's most favored angels was Azrael - also known as The Right Hand. Azrael's duty was to ferry the souls of mankind to the creator for judgement once their time here had come to an end.
In the beginning, Azrael shared The Creator's affection for humanity. But over time, Azrael's affection turned sour as the wickedness of humanity grew more and more. Azrael fiercely proclaimed that mankind had grown arrogant, ignorant and blasphemous. Humans spat at the name of their very maker. Azrael's resentment consumed him after The Creator stubbornly showed infinite patience and favor to the profane humans. And so, Azrael denounced his title and his role. Azrael sought out a manner to enact revenge on The Creator - through us. Azrael sewed war among the eight kingdoms and unleashed the sickness known as "Devil's Plague." For every soul that perished, Azrael forced into service into his army with hopes to eradicate humanity and eventually, if possible, The Creator.
But, one man stood against Azrael. Corbin Delacroix fought through The Right Hand's demon horde and faced the fallen angel himself - and won. But there must be an angel to usher souls into the afterlife, and so Corbin to the place of Azrael as the Angel of Death. However, though Corbin was imbued with Azrael's power, he was not immortal. After many years, Azrael's followers returned to finish what he could not. Corbin was found and murdered at the hands of the ones who call themselves "The Black Dawn." After Corbin's death, his divine powers transferred to the next in his bloodline - his daughter Aurora Delacroix. Aurora now seeks out those that murdered her father and carry on Azrael's work. She will stop at nothing until those with the blood of her father on their hands have been driven back from whence they came.
This is the legend of Aurora Delacroix - The Angel of Death. SCREENSHOTS
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Post by freddythemonkey on Jul 15, 2017 14:21:57 GMT -6
This looks promising, a bit rough on the edges but full of love. I'll keep an eye on this, definitely.
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Post by Enkeria on Jul 15, 2017 17:40:29 GMT -6
Will install the demo pretty soon, very curious. Seems to have a cool story!
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Post by Zechs on Jul 15, 2017 20:58:21 GMT -6
Any console plans down the line?
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Post by Esperware on Jul 15, 2017 21:08:18 GMT -6
We've got a long ways to go and there's plenty of room for polish. What areas do you think could use some fine-tuning? We're gathering as much feedback as we can to make it as good as we can. All suggestions are welcome.
Thank you! There's a lot of story packed into the demo, believe it or not.
There are actually, but they haven't been legally executed so we can't really say at this time. We've been in talks and things are going well, but we're a little hesitant to jump into a PC and console multi-platform release simultaneously just simply due to how small we are.
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Post by Elfina Ashfield on Jul 16, 2017 0:30:54 GMT -6
Tried the demo out, not so far into it tho (2-B). Graphically the game definitely got the 90's PC gaming feel with all the digitized 3D characters, and even the UI screams retro lol Aurora moves A LOT FASTER than the original Castlevania titles, I'm kinda bittersweet on this. Move faster means the game's pace is faster, which is a good thing in an action game, but nostalgic-wise it sometimes feels a little bit too fast. Maybe turn it down a little bit? Anyway it's just my own opinion tho. Some other minor complaints: 1. The wall sliding animation takes too long to start. I know the direction you are going as in real life the scythe needs to stab in to the rock first then start sliding, but as a Megaman fan I kinda used to jump immediately whenever the character touches a wall. 2. Sometimes I had a hard time whip-grabbing the hook or hitting small targets like those soul flames. 3. The Medusa-type enemy at bridge section in Stage 1 could move faster horizontally. Pretty decent game I'd say
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Post by Lestaroth on Jul 16, 2017 3:33:49 GMT -6
Hello and thank you for the demo. I will be the most constructive possible. The intro is nice, I like the female voiceover. The story is well-explained too. The options part do show when you gain speed by turning certain options off. I liked that touch. As for the game, I see very well where the inspiration comes from. These digitized sprites... it's an interesting style, very fluidly animated, too. Stage 1: These jumping corpses I found a bit crazy and funny at the same time, it's not in Ghouls & Ghosts that you would see that. I then was surprised at that sudden trap, but I felt it was normal if the goal of the game is all about trial and error. The boss didn't pose any problems. Stage 2-A: When exploring the forest, I was a bit annoyed by the archers, but I understood the way to deal with them without taking damage. The harpy and spider posed zero troubles. I also died a few times because I didn't grab the ladder in due time... but it was fine. I beat the boss easily. Stage 2-B... It was easy-peasy, until I reached this part with the lizardman (reptile not pictured): ...You see, I do enjoy monsters with variety, but not those that will happily push you in a pit Ninja Gaiden NES style... In sum, pray that the lizardman throws his scythe instead of jumping at you (that's a 50% chance of death there!) and camp in the middle. Luckily enough, he will suicide, which I find very fun. I also learned that trying to shoot him with the crossbow is tantamount to suiciding. I then reached the vampyr boss and died. I then surprisingly didn't need to redo the level (as I didn't die at the hands of the previous two) , but hoped I'd get closer to the boss on respawning. I then decided to stop playing for now (maybe because of another recoil-death via the scaly foe just after?).
To conclude on this short review, I want to say that your game got a lot of potential, but that set of "jumps into the unknown" (especially when a huge bottomless pit is waiting for you) is a strange feeling for me. Still, keep it up! Please do inform us of future versions. Take care!
P.S.: A tutorial is always great. At worst, put the small guide in the pause menu.
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Post by Enkeria on Jul 16, 2017 5:36:42 GMT -6
Right off the bat.
My first run.
First thoughts were "my jump feels a bit weird". Maybe it were my computer, but it had a "jagged" feel to it, like it were more mechanical than fluid. Then I notice how fast the fire were animated, which is rare, since the flames are huge, and usually "big fires" animates a bit slower than small ones. After that I notice the sky, which could be attached to the story, but it feelt like it moved super fast too. The rest of the game environment were cool. And I understand the feel for it should be "you are in a hurry, now go and slay!" but there is no need for us to feel we are in a hurry, because we want to explore the game anyways. That is my honest opinion. Matter of taste really. But the normal jumping felt odd at first.
During my first playthrough I also feel down in a pit, where the camera pans down. But when that happened, my reflexes took me to the walls edge and I tried to, and manage to get back up. During this session the camera had some weird issues and went up and down super fast. Reason must be that the camera are locked into two different lanes, and it could cause nausia to some people.
My second playthrough (because death) I got hit by falling ghouls / zombies that had appeard from the ground and spit out of their coffin, after a few hits along the way, and that one hit. My character went numb. I could run to left and right but not croach or jump, nor could I attack. So I paused and hit exit.
My first playthrough I found a secret, but I died when I were backtracking to safety. At first I thought I were "cursed" by the skull-snake with its fire, since I could not move there either more than left or right, so I couldn't jump. Now I see there might be issues with my xbox handcontroller and the game (the code).
The double jump takes time to get used to, but no issues there actually. However, the double jump on the side of walls feels like there is kind of a delay, I must wait before I can jump again so she can cling on with her Scythe-whip and continue upwards. (Could be my controler once again).
Will try again later, and I do not know if you guys want this kind of feedback or not. Just my first thoughts. How far in development do you think you have come?
I enjoyed the music and the environment, and it really puts you into straight action. If this is the first level of the overall game, I would approve it. It learns you the basics and even throws in alternate challenges for the most vivid of gamers. Thumbs up!
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Post by Redogan on Jul 16, 2017 11:47:43 GMT -6
I'll pass. Here's why: female lead. I've already stated my feelings on this in several other topics about other games.
The game looks amazing. Gameplay looks great. Story is really cool. Exactly the kind of game I like to play. I can't put myself in the role of the main character because it is a female. Because of that, I'll never be able to fully immerse myself in the game's universe. So, it instantly gets pushed to the side for me. Is it really so important to have female leads in games nowadays? Why not just have a main that you can customize and choose gender (a la Monster Hunter, Dark Souls, Pokemon (male/female trainer), etc)? That way it works for everybody. Instead of Aurora, just have random citizen who wants to fight back and save humanity. Aurora can still be a character in the game. Just don't make her the main character that you must play as.
I hope game developers start to realize that you don't have to have a female lead in video games for the game to work in today's gaming market.
I wish this game the best. I hope it does really well. I want the genre to survive and prosper--especially using current gen HD tools for content creation. I just don't want the lead to be female.
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Post by Esperware on Jul 16, 2017 13:04:33 GMT -6
Hello all. I'll try my best to touch on the above comments. Thank you all for your feedback. Our original concept from 2015 was much slower paced and more akin to original classicvanias in terms of their movement and speed. However, we revamped it into the version you see because we decided that we wanted to try to be a little different instead of an outright Castlevania clone. One method we decided to make this happen, was to ramp it up a little bit and make your movements faster and create a sense of urgency through the controls. The wall sliding activates as soon as the sprite begins the falling sequence. Megaman X actually follows this same principle, the difference with Megaman is you can release the jump button to control your jump height and that makes your fall sequence begin, thus enabling the wall sliding. Do you mean hitting enemies with the soul fireball powerup? They did initially move faster, but a slower movement felt a little more intimidating while keeping it fair. Plus, we are trying to keep an essence of Castlevania without straight-up making it Castlevania. This was another factor to slowing their movement down. We changed the enemy placement to a higher platform at this area, as he was originally more even with the player and that caused a lot of issues. Did you have an instance where when you landed on that leftmost platform you still took damage? I ask because it should be low enough where you don't take damage off of the whip-swing unless you double-jumped into his path. Enemy placement can always be refined. I just wanted to get a better understanding. Do you mean you expected the checkpoint to be closer to the boss? Can you elaborate on what area you are referring to by "jumps into the unknown?" There aren't any areas that require leaps of faith, unless there is a camera issue I'm unaware of. I've debated on adding a tutorial area. I haven't ruled it out yet. Do you mean because it isn't as floaty as games such as Symphony of the Night or the demo for Bloodstained? Or rather, in the sense that it has more weight to it? This is something that always bothered me deep down in secret. The issue is, it's all pre-rendered sprites instead of 3D graphics so if I use an animated sprite I have to keep the frames of animation reasonable otherwise it eats up a lot of ram. If I slowed the current animation down it would look robotic, but I am looking into changing this into more of particle effect type of effect that I can slow down. I wouldn't say our intention is for the player to feel they are in a hurry with the sky, it just seemed to fit that the clouds move fast. I can definitely see your point here. This is one of those things on my list that I do intend to smooth out in the future. What kind of controller are you using and were you using anything like x360ce or Joy2Key? Do you feel it is because the jump is more weighty than floaty? The wall slide activates when the player begins their fall sequence. I wouldn't think it's your controller, but rather, how the game lets you begin your wall slide and jump. We are always looking for feedback. We definitely want to know how players feel about anything, down to design, controls, etc. I'd say we're approximately about 20% into development. We had a prior version that was scrapped and we rebuilt from the ground up into what you see now. This is indeed the first level of the game. We're glad to hear that you overall like it. And thanks for your feedback! I'm new here, so I haven't seen the other threads where you've stated your feelings but I completely understand where you're coming from. And I can honestly say that I do agree with you that female leads are becoming overdone - I would even say "tropey" to the game genre itself in my own personal opinion. We didn't institute a character creation system for a wide variety of reasons, mostly because our game is more of an arcade game and also for a variety of technical reasons that would make character creation not very conducive for our goals. Making spritesheets for multiple genders, outfits, etc. would take development time away from crafting a more focused gameplay experience. Our story is focused on a central lead character and as we're just a couple of guys funding this out of our own pockets, we unfortunately cannot afford to pay multiple voice actors of two genders to play the same character to allow a player to choose a particular gender. I've not played Monster Hunter so I can't comment on that series, but Dark Souls and Pokemon both do not feature voice acting for characters beyond grunts, screams and similar sounds so this contributes to letting them get away with multiple genders. As far as a random citizen goes, our story is focused on a mortal that has inherited the powers of the angel of death. Making it about a citizen would essentially ignore this character dynamic and change our story around as well as the skillset. We really want the story and voice acting to take a large part of the spotlight here and this required not instituting a character creation system to make it a game we can effectively complete within a manageable time frame. Lastly, this game was originally conceived to fill a void that Konami has abandoned, as we haven't received a classicvania title since 2009's CV: Adventure Rebirth. Part of that concept was to also fill a void where Konami mostly ignored Sonia Belmont. That said, I do completely understand where you're coming from and I hope I don't come across harshly, challenging your opinion or disrespectful, as I don't intend to come across that way at all. I respect your opinion and am just trying to share some insight to the reasoning behind this particular choice for our lead. Hopefully over time as we show more, since the gameplay and story make it the kind of game you like to play, maybe we can change your mind about female leads. As a sidenote, since I haven't seen the other threads with your stance on female leads, I was curious to know how you felt about Miriam being a female lead? I know Koji Igarashi said he wanted a female lead because it was overlooked at the time, and is now a thing. The only counterpoint I could make is that we announced our game in 2014 (in the original form before we revamped it) before Bloodstained was announced. In closing, thank you again everyone for your feedback! We are grateful for it and hope you share more as we show more of the game!
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Post by Enkeria on Jul 16, 2017 13:33:07 GMT -6
Uh-oh. A Bloodstained questions. Never ask these XD Now you will get loads of threads about that haha. Okey, I will get back to you with more details and answers within a couple of days. I will test the game some more and write down as I go. The jump, as I remembered are hard to explained, but it almost felt like my computer had lag issues if that makes sense? And about the fire right at the start. If particle-effects are a good alternative, I suggest try it out and use it frequently through out the game, even with fire and magic from enemies in such matter to keep it "the same" all way through. I almost suggested just have pieces and glow effect instead, and thick smoke coming out of the ruins instead, but that could perhaps be used later on in some other place if needed. My controler is the wired Xbox 360, black edition. The standard for steam games. I think there were input conflicts once I got hit, it happened a few times. Hope also to record the video and upload it privat for you to watch with time-stamps if I see anything. So hold on
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Post by Elfina Ashfield on Jul 16, 2017 19:58:05 GMT -6
First thanks for the reply! It always feels good communicating with devs! The wall sliding activates as soon as the sprite begins the falling sequence. Megaman X actually follows this same principle, the difference with Megaman is you can release the jump button to control your jump height and that makes your fall sequence begin, thus enabling the wall sliding. Do you mean hitting enemies with the soul fireball powerup? 1. Sorry if I didn't make myself clear, I'm referring to the animation BEFORE the falling sequence actually begins. Like in Megaman X if you are close to the wall, you'll start wall sliding immediately whenever you push down then same direction button where the wall is. Here we seems to have a little stop (5~6 frames maybe?) before the fall sequence begins. 2. No, it's the green (and blue) orb-ish flame that you whip it for "souls" and I believe it serves as hearts in Castlevania.
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Post by Redogan on Jul 16, 2017 22:27:12 GMT -6
Hello all. I'll try my best to touch on the above comments. Thank you all for your feedback. I'm new here, so I haven't seen the other threads where you've stated your feelings but I completely understand where you're coming from. And I can honestly say that I do agree with you that female leads are becoming overdone - I would even say "tropey" to the game genre itself in my own personal opinion. We didn't institute a character creation system for a wide variety of reasons, mostly because our game is more of an arcade game and also for a variety of technical reasons that would make character creation not very conducive for our goals. Making spritesheets for multiple genders, outfits, etc. would take development time away from crafting a more focused gameplay experience. Our story is focused on a central lead character and as we're just a couple of guys funding this out of our own pockets, we unfortunately cannot afford to pay multiple voice actors of two genders to play the same character to allow a player to choose a particular gender. I've not played Monster Hunter so I can't comment on that series, but Dark Souls and Pokemon both do not feature voice acting for characters beyond grunts, screams and similar sounds so this contributes to letting them get away with multiple genders. As far as a random citizen goes, our story is focused on a mortal that has inherited the powers of the angel of death. Making it about a citizen would essentially ignore this character dynamic and change our story around as well as the skillset. We really want the story and voice acting to take a large part of the spotlight here and this required not instituting a character creation system to make it a game we can effectively complete within a manageable time frame. Lastly, this game was originally conceived to fill a void that Konami has abandoned, as we haven't received a classicvania title since 2009's CV: Adventure Rebirth. Part of that concept was to also fill a void where Konami mostly ignored Sonia Belmont. That said, I do completely understand where you're coming from and I hope I don't come across harshly, challenging your opinion or disrespectful, as I don't intend to come across that way at all. I respect your opinion and am just trying to share some insight to the reasoning behind this particular choice for our lead. Hopefully over time as we show more, since the gameplay and story make it the kind of game you like to play, maybe we can change your mind about female leads. As a sidenote, since I haven't seen the other threads with your stance on female leads, I was curious to know how you felt about Miriam being a female lead? I know Koji Igarashi said he wanted a female lead because it was overlooked at the time, and is now a thing. The only counterpoint I could make is that we announced our game in 2014 (in the original form before we revamped it) before Bloodstained was announced. I appreciate the response. Very respectful of my opinions--which I appreciate as well. My feelings on female leads are pretty much this (two parts): (Part 1) I don't have a problem with a female lead if that is indeed what the story is about. I am strongly against choosing a female lead for no other reason except to appeal to people who want a female lead or because there just aren't enough female leads in games out there (which is part of what IGA originally said about Miriam). If you come up with a good story that is about a female's adventures, then I respect that and can get behind that kind of work. But, since I'm not on the inside track for development of female-lead games, I can never know for sure if a dev always had a female in mind or if they decided to change it because of the community/market or pressure to change it for some other reason. (Part 2) The immersion factor. I really enjoy games where I can role-play to a degree and have some escape-ism while playing. I like to envision myself as the hero I am controlling. It helps me to enjoy the setting and the story much more. Since I am a guy, I just can't put myself in the shoes of a female lead. There are some games that I just like so much, that I play them anyway--even with a female lead. Bloodstained is one of those games. When I first found out that Bloodstained was to have Miriam as the lead/main character, I was disappointed. But, after following the development of Bloodstained, I came to terms with having a female lead. I won't be able to enjoy Bloodstained as much with a female lead as I would have if say Zangetsu were the lead character. I don't want to say I won't give Anathema a chance. I can be won over with excellent gameplay, music, atmosphere, and story. My gut reaction on seeing Anathema was negative because of the female lead. No other reason. In fact, I was reading the story/gameplay description before I watched the trailer and was pretty excited--especially when I read about Delacroix standing up against Azrael's armies. I had high hopes that I would play as the Delacroix fellow. Then I read that Aurora was going to be the main character and I immediately went, "Oh, man. Dang. Another female lead. Why?" Maybe that is shortchanging Aurora/not giving her a chance. Possibly, but a first reaction is a first reaction. At first glance, I don't see why the mortal that inherits the powers of the angel of death couldn't have been a guy. I also understand about the funding/multiple voice actors/etc. After watching the trailer again, I think I'll keep an eye on this project because the gameplay looks pretty sweet! I also respect the hard work you have already put into this game and make the comments above with as much respect as can be conveyed via a game discussion forum.
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Post by Lestaroth on Jul 17, 2017 2:54:07 GMT -6
Hi again esperware, I will now try to respond in turn:
Elfina talked about the little flames. I never had trouble with them. Either you jump or double jump then hit them. When it comes to the rings you have to attach to to get to the other side, I admit that they are a bit tricky for a first timer, as you have to make a wise use of the double jump then wait for Aurora to begin to fall down so she aligns with them and then hit them. This was particularly blatant in the mire stage.
As for my previous questions/statements:
1) Actually the issue is about being on the leftmost platform and the lizardman instantly jumping there as well (from the topmost platform). Given the enemy got two ways of behaving, it's all about being lucky or not.
2) Yes, as you can see in Castlevania and Megaman games (I am/was a big fan of the latter too), once you die at a boss, you instantly respawn at the room just before him/her (unless the game had an older structure). It allows the player to test his/her mettle again.
3) No, what I meant there is that it's not simple to guess what's in front of Aurora unless she proceeds very very carefully. As you could guess, stage 2-A makes Aurora jump between branches (and what sturdy ones they are!) of tall trees, but there is no way to know that there is a huge chasm below until you jump into it/fall. The "jump into the unknown" means that it takes guts for Aurora to precariously jump when a giant bottomless pit is waiting for her and/or enemies just waiting there (gladly there were no enemies just at the edge of a ledge, at least).
Now for three new questions! - How do you recover health in the game? I have a hunch that you can't, but at least the stages are short enough. - Would it be possible to make so that Aurora looks down or up when standing (full with camera panning)? Maybe that could add to the game. - How would progress be saved? Autosaves? Passwords? Saves upon game over? Saves via menu? Save points?
Thank you! See you next post.
@enkeriagin You know, turning V-sync and special effects made the game very fluid. You should try that. I also use a XBox 360 controller, of the wireless kind.
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Post by Esperware on Jul 17, 2017 18:28:29 GMT -6
Hello all! Thank you all for your feedback again. Hopefully I didn't miss anything here. I understand now. Unfortunately, at this point, it would require a heavy adjustment to the engine to alter the startup times for wall sliding. Understood. I know that some of the powerups placements are still being refined. There's one in particular in the swamp stage I intend to nudge a little. I completely understand where you're coming from. I've said myself to people I know that the gaming industry is under a lot of unnecessary pressure from various sources and it would be nice if people would let the developers make the games they want to. Publishers have tons of market research and just because they show that cowboy hats are popular among men or women age groups 18-24, doesn't mean they should be forcing that on players. It's sad when something like a character's gender is simply shoehorned into a game. If it's any consolation, we have discussed making Aurora's father, Corbin, an unlockable character. I can't promise this though, but it is one of those things we have discussed. What's held me back from going ahead and making that a real deal is I'd want him to be different and that would require a lot of mechanics and design changes that would also take time away from finishing the game. Plus, this game isn't his story, but we would love to one day make a game about his story also. I can understand that - first impressions mean a lot. The first person to inherit the powers of the angel of death was indeed a guy, but in the story he grows old the family enemies get the best of him. I don't want to give too much away though. I'm glad to hear it. All we ask for is a fair chance and if it still isn't your cup of tea, then we're grateful you've gave it a chance. We know the game isn't for everyone, and this is the kind of feedback we enjoy because it's topics we don't get to discuss often. That makes sense. We will see what we can do about the enemy placement. Be glad you didn't see where he originally was. It was not fair at all. I actually discussed this with another team member on the game today and you have a great point. We may need to look into a second checkpoint right before the boss area. If it's the area I'm thinking of (where you go through a small ruin-like area), there shouldn't be any leaps of faith here. There are ladders that lead down into the area unless I'm thinking of the wrong area or you ran into a bug. For now, the only method is via a life recovery subweapon. There is one found in the forest, but I have debated on adding health recovery items of some sort. It would be. That's not a bad idea. In the full game, there will be a world map (similar to a Megaman level select) where you can revisit areas to obtain items you might have missed. The game will autosave when you arrive at the map. If you complete a level and move forward it will autosave for you. However, you will also be able to exit a level if it has been completed already and it will save for you then with any items you might have found. Thank you everyone once again! I'm enjoying discussing this with everyone here. It's nice to get fresh new perspectives.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Jul 18, 2017 8:41:09 GMT -6
A friend of mine gave some feedback, it ain't much but its some honest reactions at least. Take as is.
The firebreathing skull snake wiggled "odd", the first coupld of wavey animations, he stood close to it without issue. Then suddently he took damage. I responded: Well, perhaps it is a random generated animation or fixed attributes that every X wave is wider. But if this is a bug, then you should know about it.
When the ground were destroyed and you feel down, he responded "Wooah! This was fun!" He later on said that kind of things, that surprise you are awesome, change in environments, like sunset actually becomes night. Windows in a house suddently brake and wind catches on, perhaps damp some lights. Flashing lights in murky buildings or walls that are destroyed by big enemies. Just to mention a few.
What? I have to restart? - He felt that it became much more focused gameplay when he knew there were no checkpoints. The way from A to B were fine after two tries, the pattern are easy enough to remember if you love platforming and action.
Secret Room behind the crates which became a trap, was a "puzzle room" like he said, a mild one. He liked that one a lot! If there are one on each stage, or even more, the game would be a blast. Ofc, it is hard to make different type of challenges, and an actual "puzzle" aren't needed. But he stated it were a puzzle room, even if that is the wrong name for it, as he explained.
There were issues with the sound. He lowered but both him stating it and ME hearing some random sounds were way higher than they should've been. Some slashes from our hero and both could hear her yelling "hyaaah!" and two times during his playthrough we heard the whip lash sound. The issue could be that many sounds are put ontop of each other perhaps, and one of those later ones are the one that ignore the volume-settings. I asked about his sound card, but he didn't know. I could ask again if this is something you wanna know more about.
At the end he said the game was very promising, and he have eyes more for mechanics than graphics (like no mention of the fire or the sky, something I wrote about earlier for example). He never had issues with his controler, which is a Playstation controler with some kind of software that fools games into thinking its an xbox handcontroler.
I asked him to play it once again and leave me more feedback.
Last thing to mention, he played more than half the first level before he responded with a surprising voice "What? You can double jump?" - I will not lie, I did a facepalm and said, Yeah, it said so in the beginning. He did not respond, he was "TOO INTO IT!" So yeah, he liked the game very much.
Thanks for the responses and time put into it. I hope we give you some things to boggle about. And if you want suggestions and brainstorm, we are happy to help.
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The feedback were written down by me during him playing his game, I listened to it on Discord. He is 40 years old and a gamer in general.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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[TI0] Game On!
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Post by Redogan on Jul 19, 2017 11:36:07 GMT -6
After-playing-the-demo feedback...
The best thing about the game so far is the music. Amazing job! So many games nowadays have very little or no music at all. (Souls series for example.) Good game music is super important to me, and Anathema has that in spades.
Another important aspect is the atmosphere. Also super impressive! I even found myself getting hit by enemies a few times because, without knowing it, I had stopped to look at the backgrounds and details while listening to the music.
The movement animations (move, jump, ladder-climb, etc) are slow, but seem to be deliberately so. I would like for it to be a little bit faster. Not too much, but sped up at least a little. The climb-a-ladder animation seems a little off. Like almost too much side-to-side swing when Aurora climbs. It would probably look fine if it were a little faster.
I only made it to the first boss so far, but I plan to go back and play it some more when I have more time. Love that Ghouls N' Ghosts feel where the enemies infini-spawn.
I still can't put myself in Aurora's shoes for that sweet immersion factor, but the atmosphere and music are almost enough by themselves to deliver the right feel. Great work!
Edit 1: The run/move animation is spot on. A lot of games can't seem to get the run animation to look right. Glad to see that isn't the case here.
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Post by Esperware on Jul 24, 2017 18:20:31 GMT -6
Sorry for the delays getting back to the thread here. I've been busy working on the upcoming patch with new features, bug fixes and mechanics tweaks. Thank you everyone! Was it perhaps when the Spine Flower fired its projectile? The enemy has a fixed movement pattern, but perhaps there was a hiccup that we've not encountered with its movement? I tend to stress a lot over the level design and details and I'm constantly adding more as time goes on and the ideas and opportunities present themselves. While there are checkpoints, the game doesn't specifically clue the player in when you've reached them. Part of the reason is we want a player to feel some intensity when they reach a new area. However, we are adding checkpoints near bosses to alleviate some of the complaints we've heard. I personally feel the checkpoints put the player relatively close to the boss, but I guess others didn't feel that way. While it is a simple mechanic, I'm constantly thinking of new ways to spice up the level design so it isn't just a simple gallop to the right. However, exploration mechanics will be expanded upon as there are many things we aim to include in the final game. This is a known bug that is due in part to the engine we use, but it should be fixed in the upcoming patch. So far, tests have proven positive that it is working as it should now. The upcoming patch will allow more controllers to be natively compatible. We haven't tested PS3 or PS4 controllers yet, but it does add support for DirectInput gamepads. I'm glad he liked it. It seems a lot of people are skipping the controls explanation. I've debated adding an interactive tutorial, but my fear is that people will claim we're "holding their hand" at that point. However, we did come up with an idea to make this a little less patronizing while still being optional. Thanks for your feedback and sharing the game with others. We're always glad to hear feedback from anyone who wishes to give it! Thank you very much! We fully agree. We knew from the outset we wanted a very large amount of music and we wanted it to be as catchy as possible. We grew up humming the tunes of many great games and hope others will end up humming ours. This particular point makes me personally feel very good. I sink an awful lot of time into the level design, pondering the aesthetic, trying different things and trying to get a certain kind of vibe. I always felt atmosphere is one of the most important things to games, movies and music and it is far too often overlooked. Some of them do feel a bit slow to me also, and I tweak them in small increments every so often. The ladder animation is one that I still feel needs improvement. It does have a lot of hip-swinging and is a result of the motion capture performance so until we can get more mocap data to work with, we'll have to continue with this animation but the speed can always be tweaked until a right balance is found. I agree. It makes the threat feel a little more real, to me anyway. Thank you! We're just glad you gave it a try. Thank you! When we made the original version that was more of a straight-up Castlevania clone, the character had an unfortunately stiff walk so when we began the revamp work, I knew from the start we had to the running animation perfect. I've found myself just running against a wall because I'm very proud of that.
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Post by Esperware on Aug 18, 2017 20:34:32 GMT -6
Hello Everyone! Apologies for the delay in the patch. We had hoped to release it last week, but there were unforeseen delays with our group of external testers so we did as much internal testing as possible. Unfortunately, there are only so many bugs that we could squash in this patch and really wanted to get more external testing in. So please note that this patch has only been moderately tested and you may run into some bugs. Please do not hesitate to forward any information on bugs you find as it will help us ensure a higher quality experience. Being that we're just a few guys and rely on the goodwill of outside testers when they can test, it's tough to catch everything. But please know that we do want to whip this into top shape, we just don't have many avenues to get the feedback needed before releasing to you publicly but this may be the best avenue. Below is a list of everything changed/updated/added in this patch. Thank you all so much for playing! Hopefully this will expand play for many more users that had issues with the prior version. STEAM: store.steampowered.com/app/375390/Anathema/INDIEDB: www.indiedb.com/games/anathema/downloads/anathema-demoITCH.IO: esperware.itch.io/anathemaDIRECT DOWNLOAD: Click HereDEMO VERSION 1.1 CHANGELOG * Added launcher so players will be aware of what options can be adjusted. Players seemingly overlooked these options in the pause menu. * Added DirectInput Controller support. * Added support to use the left analog stick on controllers for movement. * Added keybinding for Xinput and DirectInput controllers. (Keyboard keybinding already existent.) * Refined "Controls" sub-menu. * Improved video file compatibility so that cutscenes should play on all machines now. * Darkened "Continue" on Title Screen to reduce confusion as this function isn't used in the demo. * Fixed a bug where the crow placement in the Title Screen was not proper. * Fixed a bug in the Options Menu where the sound volume could be set below 0. * Fixed a bug where zombies didn't provide souls if killed using the crossbow. * Removed controller rumble as it would cause certain controller types (such as the wired Xbox 360 controller) to become unresponsive and you must disconnect/reconnect the controller to regain input. * Added controller refresh. If controller becomes unresponsive, unplug, replug and press F5, wait 1-3 seconds and functionality should return. NOTE: This is implemented in response to a rare issue we've heard about where a controller randomly stops responding that isn't related to the rumble bug listed above. We've been unable to reproduce this to discern if it is a software issue or a hardware conflict on the user end. * Discovered a conflict if you have multiple instances of controllers installed. Open "Device Manager" and select View > Show Hidden Devices. If you have multiple instances of the same controller, uninstall all of them and reconnect your controller to install the drivers. You should then not have any further issues due to multiple driver installations. * Deathbringers now operate on a recharge system, rather than using souls. They will recharge automatically over time, although only the Bone Dragon is available in the demo. * Changed the effects for the deathbringer power-up animation. The prior effects were hitting the frame-rate hard. * Revised Options menu UI text to make it cleaner and more legible. * Revised boss name text to make cleaner and more legible. * Added additional checkpoints before bosses. * Added a soul font to power up players should they respawn at the boss. * Buffed your main attack against the wood witch boss. * Improved load time between opening cutscene and stage 1. * Statue removed at the beginning of stage 1. Players were confused by its purpose. * Increased hitbox size on whip swing latches to make it easier for players to connect a hit. * The game can now be exited using Alt+F4. * Pause can now be activated via the "Escape" key. * Added physics to the crates in the Stage 1 Lookout Tower...why not? They also give souls. Look for the secret. * Reduced frequency of in-game vocal effects. * Reduced volume of sound effect when player lands on the ground from higher falls.
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Lestaroth
Wall Mac Hunter
Fifty Storms
[TI0]I have returned. Also find me in the credits!
Posts: 465
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[TI0]I have returned. Also find me in the credits!
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Post by Lestaroth on Aug 30, 2017 8:16:23 GMT -6
Hello again Esperware , I have tried the second demo just a bit ago. I could defeat the Vampyr this time since I emptied Aurora's arsenal on her (thanks to the non-interactive tutorial that was added). I thus couldn't get a sight of the added checkpoint. This time either I couldn't survive the little surprise in the first level still, despite knowing what happens then. I guess that trying to slide or jump over the flaming skull was fruitless. I also discovered a new little glitch: If you try to jump on top of the vine on the left of this screenshot (and thus not climbing down from it so the ground appears), Aurora will die instantly. There is no screen scrolling happening then... Quite a strange occurrence, I may say. Besides that, the g ame goes pretty smoothly.
Good luck for the rest!
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