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Post by Esperware on Aug 30, 2017 16:03:23 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!
Hi Lestaroth ! Glad you got to check out the new version. There seems to be a missing screenshot. Can you please post that from the glitch so that we know where you ran into this problem?
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Post by Lestaroth on Aug 31, 2017 2:19:58 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!
Hi Lestaroth ! Glad you got to check out the new version. There seems to be a missing screenshot. Can you please post that from the glitch so that we know where you ran into this problem? Sorry, I couldn't reach it on this playthough, either I failed clinging on the last ring, or I got killed by the lizardman just after via boomerang while trying to progress (and unluckily it happened each time). I could not recover the screenshot either, since I though it would be posted successfully. Well, I do hope you will find the spot by my explanations alone. You see, there are vines just before a cursed tree before the boss. You have to climb down the tree to make the platform appear. If you don't and directly jump, you will die. Oh wait, this will do: Strangely, the scrolling worked there, not when I played. The lingering issue with the liz ardman is at 15:34. By the way, the floating armored enemies on the bridge part... Have they been nerfed? I remember having to hit them twice to defeat them, but on my last session, they fell with one attack (which was much more convenient, given the falling parts of the bridge and the jumps to make). I also managed to successfully leave the secret passage. A close shave for sure. Have a good day!
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Post by purifyweirdshard on Aug 31, 2017 7:46:17 GMT -6
Hi. I'd just like to offer my small piece on this - and not so much about the game itself, which I think looks fine so far and the concepts are good to go. For me, it's just that the trailer was off-putting maybe in a way not often considered - the narrator's acting was just too much all at once. I get the sense that he's acting a bit too hard there, and the info dump is too much to take in all the while trying to understand the concept and flow of what I'm looking at a trailer for.
I think the lore for something should come after a game/concept is sold and understood visually, and maybe with few words to tease the interest in the subject matter. Presented the way it is now, I just defaulted to want to shut out what I was hearing because I didn't know if I wanted to/should be interested in what he's even talking about....somewhat overly passionately. Using this as the main advertisement/draw for getting people interested in the game may limit your exposure, as it gives the idea of "is this a trailer or a lore video of something I don't know anything about?".
The points of a game's story should be teased in order to seem desirable behind the visual of the game itself, rather than loaded on the potential player beforehand. It's not so much just an attention span thing as it is you want them to feel interested and vested in the assets and gameplay enough to want to delve into the story. I was assuming the whole time I was going to play as this guy talking, too.
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Post by Esperware on Aug 31, 2017 16:30:45 GMT -6
Lestaroth - Thank you for clarifying. If it's the spot I think you mean, I am raising a platform so it's more clear to the player the way to progress. Yes, the Torso Knight's were nerfed to encourage a faster pace of advancement in that area of Stage 1. Thanks for playing! purifyweirdshard - Trailers are a tough thing to approach. However, we think it will all make more sense once the game is released and the personas of the characters are further expounded on and stand by the actors as they represent the personalities for the characters perfectly. What we're trying to get across is the game will actually have a story that is pretty layered. We figured not going the extra story mile for the trailer would not give anyone that idea but again, trailers are a very tough subject. Sometimes it feels like "damned if you do, damned if you don't" with a lot of different things in game development. Can you shed a little more light on what it was about the trailer that gave you the idea you would play as the guy (villain)?
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Post by XombieMike on Sept 10, 2017 20:56:42 GMT -6
Alright! I have finally set aside some time to play this great game. I highly recommend people check it out.
Things I like;
Great lead character and voice acting. Character control. Dat whip! Swinging on hooks. The visuals, unique enemies and world of Anathema. The story. That bridge with the flying enemies is a good challenge. The bosses were unique and fun. I like the first one out of the two that I've managed to get through. I like the difficulty level it's currently at. The music and sound design. Fast moving sky was a good nod to CV.
Things I didn't like; That lizard man that threw the bone and insta-killed me into the water. That lizard man that then killed me when I respawned with another bone while I was jumping. Solid ground below me, but it sent me through it. There is one branch to branch jump where you really have to double jump up as high as you can to make.
Things I'd like to see;
A dive kick Ability to chain slides consistently An option to turn off RNG for speed running A speed running timer with splits for levels. More reason to use the crossbow, subweapons and deathbringer. Make skipping cut scenes a bit more obvious on how to do that if someone wants to. A pause feature. Controller detection instead of just joy2key. (I know you're workin on this)
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Post by Lestaroth on Sept 11, 2017 8:04:21 GMT -6
XombieMike welcome to the lizardman-haters club! Pause, yes. I thought that the config menu was the pause, but if you mean freezing the action, I'd love to see that. screen-dimming would be the best option. Skipping cutscenes. yes, some just press a key for that, like "back/select" (FF XIII series, for example) I spammed the subweapon usage and crossbow on bosses, especially that vampire. It was so fun. But yes, why not have mini-bosses (but again, I'd want HP items in the levels then).
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Post by XombieMike on Sept 11, 2017 8:16:27 GMT -6
Is that how to beat her? See these bosses don't have a pattern exactly. They use a couple of different attacks depending on where the character is and with a bit of randomness it seems.
I'll have to try something on the vampyr because she's killed me 6 times now and I can barely get her down past half health. It's a challenging fight! The difficulty really ramps up for that boss, but for being the last boss of the demo that's not a bad thing.
My strategy has been to stay in the air and whip as I'm coming down. She keeps doing quick back to back attacks though.
One thing I like about IGA's game philosophy is that a developer must be able to beat it taking no damage. That's hard to do when I feel like I'm fighting more of an AI instead of a boss with learnable patterns.
Oh, and another thing. There's a spot where you jump on logs in the water. Those seem to be random, and if they end up spawning in bad spots that blowing skull enemy can be really mess you up. Seems kinda unfair.
You see, the beauty of the old classicvanias is that it's a puzzle action game. They introduce an enemy and show you how it moves and responds to you. Then you figure out the answer to the puzzle on how to deal with it. Like killing flea men on certain hops, facing a direction to spawn bats, baiting a bone throwing skeleton that moves away from you, etc. Then it places enemies together in interesting ways to make the puzzle more complex.
Anathema doesn't feel like that as much. It feels more like fighting enemies that are a bit random, so you just try and react instead of control. There's a certain bit you can't just practice.
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Post by Esperware on Sept 11, 2017 18:36:08 GMT -6
XombieMike - Thank you for the kind words! I'm glad to see the like list is longer than the do-not-like list. For the Lizard Men, it seems their placement is unfair and this has been a pretty common complaint so I will make sure they are moved into more fair places. After some testing, I was able to reproduce the bug where you fell through the floor and I believe I have it fixed now. Extensive testing will confirm for sure. But thanks for pointing this one out! For the branch to branch jump, was this in the Forest area? I actually did discuss a dive kick today and would love to see something like this in, but my worry would be if people accidentally performs this move over a pit. It makes sense in metroidvania games where you don't have pits o' death, but in a classicvania style game, it may cause some people to accidentally send themselves to certain death. I'll think on a control method that makes sense that may get around this. I'll see what can be done about shortening the period between slides. A lot of the AI does have certain random patterns that I do intend to revise and make more intelligent. For example, I'd like the see the Lizard Men jump up to your level when you're above them in a certain part of stage 2-B instead of chucking the sickles. The enemy AI is far from what I'd call finished. A speed running timer has been implemented, it just isn't active in the version out now. This will skip the cutscenes and will be used for the speed run contest at Good Ole Gamefest. Enemies have various responses to subweapons, and not all subweapons are used in the demo. But every enemy does have a weakness against certain subweapon(s). The crossbow is meant to be more of a power attack for when you really need it, such as against bosses. The deathbringer in the demo as it is now is actually an offensive one, that some enemies are weak against. There are more and they serve a wide variety of effects, such as resurrecting if your health falls below zero, temporary unlimited use of subweapons and more. I will see what I can do to implement a standard pause feature without use of the menu. The engine this is built in is very fickle about pause functions without looking like a standard windows app. Version 1.1 supports xinput and DirectInput controllers. We've tested with wired/wireless Xbox 360, Xbox One, Logitech F360, Logitech Chillstream, PS3 and PS4 controllers of various types and the only one that didn't work was the PS3 controller. Using Joy2Key actually causes more problems than it fixes but most controllers are supported out of the gate with v1.1. One useful key to fighting Aeron, the first vampyr is when she starts evading you after you whittle her health down a bit, slide at her and whip at the same time, she will mostly fall onto the whip. Using this tactic in tandem with your crossbow and/or soul fireball subweapon will really tear her apart. While the AI has a ways to go, the demo can be beaten without taking a single hit. The logs spawning is also still undergoing refinement. In the meantime, a shot from the trusty crossbow takes the Legion enemies right out. The AI being a bit randomized can cause the erratic puzzle-less aspect that you mention. The Legion skulls don't attack very fast and can be killed before you really have a chance to see what they can do so I can see exactly what you mean. AI refinement will go a long way in the end which of course is something I am absolutely going to improve. Lestaroth - For now cutscenes can be skipped using whatever is assigned as the jump button, but I can make the "back/select" button also work. That's no problem. I suppose I could make "escape" work for keyboard controls also since you're not going to launch the pause screen from here. The Wood Witch is technically a mini-boss since it's only halfway through stage 2. There will be more mini bosses of varying degrees of difficulty throughout the game. Some even guarding completely optional items.
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Post by XombieMike on Sept 11, 2017 20:49:55 GMT -6
Alright! Finally beat the demo. For some reason I don't understand how to get crossbow ammo *shrug*.
I take back what I said about reasons to use the deathbringer and abilities. If it weren't for them I'd have not finished that last boss. I think I only died 3 times tonight, so practice actually does help. It has a very arcade feel. I like the game and will be playing the full version.
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Post by Enkeria on Sept 12, 2017 5:40:02 GMT -6
Hopefully I can try and get some input tomorrow (depending on timezones).
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Post by Esperware on Sept 12, 2017 18:16:01 GMT -6
Alright! Finally beat the demo. For some reason I don't understand how to get crossbow ammo *shrug*. I take back what I said about reasons to use the deathbringer and abilities. If it weren't for them I'd have not finished that last boss. I think I only died 3 times tonight, so practice actually does help. It has a very arcade feel. I like the game and will be playing the full version. As of now, crossbow ammo only replenishes upon respawn or advancing beyond a boss. This is so that the crossbow isn't abused and is reserved for the toughest of spots.
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Post by Lestaroth on Sept 13, 2017 11:04:40 GMT -6
XombieMike I beat the vampyr by staying on the ground far from her. Jumping is counter-productive to me. Obviously it's a pure avoiding phase when she goes into the background, but it's straightforward lock and shoot from her then. Grats on defeating her! As for the logs, I keep jumping forward and whipping, as fast as possible, so the multi-faceted demon doesn't blow that strange mist. Really, when it comes to the mire, the hard parts were the 2nd chain and the 2nd lizardman. Esperware I would enjoy battling the lizardman on wide, solid ground. I never minded fighting Axe Armors in CV (as long as there are no medusa heads floating around). Ah yes, stage two is made of part A and part B. That is also why you need to make Aurora leave the screen. As for the button-holding to skip cutscenes, I tried it and it works. The requested holding time is a bit too long for me, though. Two or three seconds would be perfect. By the way, I found three secret sections in the demo. I wonder if there is one in the mire. Heh heh.
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Post by XombieMike on Nov 19, 2017 20:42:54 GMT -6
Look what I won! Because Esperware is only an hour away from where I live they came to our local gaming convention called Good Ole Gamefest and ran a speed running contest. I got 1st place! Hanging out with the developers was really cool. That's pretty much all I did the 2nd day of the convention. I had no idea that Kira Buckland the voice of 2B from NieR: Automata voices the vampyre boss in stage 2B.
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Post by Esperware on Nov 21, 2017 17:54:07 GMT -6
Congrats Mike! Your time of 7'09" is going to be hard for anyone to beat. It was cool to meet and hang out with you. Thanks for your feedback and ideas too. As we wrap up the final planning of Anathema we just might be putting some of your suggestions to use.
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Post by Mana on Nov 22, 2017 0:46:53 GMT -6
Looks like a pretty bomb game Esperware! I'm surprised I didn't see this thread much sooner. I'll definitely try out the demo. Congrats to XombieMike for the 1st place!
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Post by Esperware on Nov 22, 2017 17:14:34 GMT -6
Thanks very much Mana !!! We hope you enjoy the demo! We would love to hear your feedback.
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Post by Esperware on Mar 14, 2018 16:56:38 GMT -6
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Post by XombieMike on Mar 15, 2018 20:01:21 GMT -6
A level builder!! Woah! I knew exactly what this was at a glance.
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Post by Lestaroth on Apr 1, 2018 14:07:03 GMT -6
Very nice updates! I hope your game will find great success.
Keep it up, take care!
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Post by Esperware on Apr 29, 2018 11:52:21 GMT -6
Hello all. A new development update has been posted to Steam. We've been working with a 3D artist for new assets for the game and here is a look at the first new enemy. April 2018 Update
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