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May 20, 2013, 05:03:31 PM
TIGSource ForumsDeveloperFeedbackDeity - A unique stealth-action game
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Author Topic: Deity - A unique stealth-action game  (Read 847 times)
chryan
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« on: December 17, 2011, 05:17:46 PM »

Hey everyone, I'm one of the developers on a game project Deity.
The game was released just yesterday morning so I thought I'd share it with you guys.

Download: http://www.deity-game.com/
Release Video: http://www.youtube.com/watch?v=dVPIb1O9f2o

Feedback/suggestions welcome!
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AlexRamallo
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« Reply #1 on: December 17, 2011, 10:58:51 PM »

Looks awesome! Downloading now... will update after I play it ... that is, of course, if I can get it to run on wine since I don't want to have to restart my computer to boot into windows >_<
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chryan
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« Reply #2 on: December 18, 2011, 12:45:05 AM »

Thanks! Let us know how it runs on Wine! Beer!
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dEnamed
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« Reply #3 on: December 18, 2011, 09:51:16 AM »

So I gave it a try, seems like a great game so far. Graphics are fine and consistent, atmosphere is fine. Sound effects are okay. Even though I liked the music, I did start to notice the loop after a few minutes of play.
Gameplay is interesting too. All in all an enjoyable experience and something I'd pay good money for if it were extended somewhat. I think there's a little dollar mine somewhere in this. Definitely go commercial with an extended and polished version of it, if you can.


I've got one complaint, which might in part be because of my stupidity, but chaining seemed unreliable and I couldn't quite figure out why. So I'll report it as a bug even though its quite possible I just missed something.

* Bug report
Name: Unreliable Chainlink on enemies.
Description: Sometimes, when trying to chain enemies by holding down the right mouse button, it doesn't start the chaining action, but the consume action instead, while the mouse button is still held down and the remaining chain charges are full. The game seems to trigger a button release, where there is none.

Expected behavior: Only use the consume action when the right mouse button is actually released.
Error Message: None
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Obviously of demonic ancestry. In that case, can I get my wings please?
Fyren
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« Reply #4 on: December 18, 2011, 10:15:10 AM »

I liked the presentation and the basic ideas/mechanics.  (I like stealth games and chain-y/combo-y games.)  But I think there are some gameplay issues.

The chain timer seems to not really help anything.  I mainly just spent time sitting in a torch waiting for it to regenerate.  There was no dangerous period where I was waiting for it, just boring ones.  The player can always (given the existing levels, at least) perform completely safe chains that don't leave him vulnerable afterwards.

I never really walked around.  For a while I didn't even realize you could walk with left click and I was just consuming to nothing to move.  For most of the game, you can consume/chain between torches anyway.  Right now the controls are rather simple, but if something more were added, walk on left click is taking up prime input real estate.

The healing mechanic is weird.  I'm not sure if chaining people from behind healed or not (I played on hard so I was almost always full or dead).  But this leads into the front/back distinction.

Being able to chain shield guys from the front makes them zero threat when there are torches around.  I think you realize this since the big melee room has no torches at first, but it makes everything before really easy and you're able to ignore the front/back distinction.

I was really surprised when I died in a torch because of a staff enemy the first time because I didn't notice if the game showed me what they could do, previously (I had thought they were holding spears).

I finished the game but I'm still not really sure how the staff guys' attacks work.  Sometimes I die mid-chain when I have a long one going.  I don't know if the issue is just when my path happens to cross their attack's path or what.  In the last area, I just ignored them and did looping chains around the area.  Chaining through one seemed to just get me killed like 10-20% of the time, so ignoring them was safer.  But even still it felt like I'd be dying at random to them.

Also in the last area, the blue explosions were pretty much meaningless.  I don't know if it was a difficulty issue, but they appeared very frequently with an effective duration of only a moment.  This meant they were basically everywhere all the time but would only kill me at what seemed like random.  I'd be chaining and it would feel like I would just get unlucky if one popped while I was jumping through (not ending on) a torch.

Lastly, probably a bug.  In the last area after the player hits the four lever-like torches to make the angel vulnerable, control is taken away while the angel writhes or whatever.  During this time, staff enemies can still attack.  While they don't seem to actually deal damage while the player doesn't have control, it's possible for them to throw an attack and have it just about to land when control is regained and the player can be hit without a chance to react.
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chryan
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« Reply #5 on: December 18, 2011, 11:26:23 AM »

* Bug report

Thanks for the feedback and reporting the bug! We'll look into it and try to reproduce it.

I think there are some gameplay issues.

Thanks for taking the time to write such detailed feedback!
I'll try to respond to each of the issues you brought up as best as I can.
The game plays a very differently between the normal and hard modes. It's actually recommended that you started off on normal first before playing hard (although we didn't really say anything about that...)

1) We initially had a tutorial to teach the player to use the left-click button to walk. But most of the playtesters had mentioned that they felt it was redundant, so we put it in the how-to-play screen and took it out from the in-game tutorial.
We've seen some players play the way you did, barely using the left-click the entire game, but the majority of them used it quite frequently.
We've had more complicated controls using the keyboard, but we found that it was generally very confusing for players on their first time. We wanted to cater to a wider audience with simpler controls and ever since we've changed it to be in it's current state, the feedback has been mostly positive (so we kept it!).

2) The healing mechanics don't apply to hard mode as much because, as you discovered, you pretty much die in a single hit if you're not careful. It's noticeable on Normal, I swear! Smiley

3) The intention behind the no-frontal-damage using chains was deliberate because we didn't want players to lay out their chains only to have their asses kicked when the enemy happens to turn around while they're executing their plan. We didn't want the first level to be excruciatingly hard because it was meant to teach people how to play the game (we've had several people rage quit because the game was a lot more difficult at one point).

4) The introduction to the Clerics (staff guys) was actually intended to be a surprise. We had wanted to put a tutorial to explain what they did at first but we playtested it before we had the time to do so and players seemed to love being surprised that they could target you on a torch. Their bullets kill you in one shot on hard so if you were right when you mentioned that you crossed it while chaining.

5) Actually, the boss fires the blue strikes the torches in a planned sequence (depending on which sequence she chose). It may seem a bit random but there is a pattern to each batch of strikes Smiley Even though you've been given 10 chains, it usually works badly on the hard difficulty when you just place all your chains at one go, because each shot will insta-kill you. All I can recommend is that you try the game on normal again to see the difference!

Bug) We actually timed that sequence to last exactly long enough to make sure you'll never get hit or die from those stray shots Smiley If you die from it though, let me know! I'll have to fix it, heh.


We did quite a lot of playtesting during the course of the game's development and we were faced with the challenge of making the game simpler to cater to a wide audience while keeping it fun and challenging even for the veteran gamer. I hope the explanations I've given for the design decisions we made made sense! I'd recommend just trying the game on Normal for a bit to see how it differs Smiley

Again, we really appreciate the feedback and I'd like to hear from you again about the differences!
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Fyren
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« Reply #6 on: December 18, 2011, 03:00:30 PM »

About the bug, do you mean you messed with resetting their attack state (as in like the timer between their attacks), or just the length of the sequence?  Just making the length of the sequence longer than their attack cycle wouldn't be enough.  I'm pretty sure I gained control at a point where a shot was about to hit me. 
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chryan
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« Reply #7 on: December 19, 2011, 02:28:23 AM »

About the bug, do you mean you messed with resetting their attack state (as in like the timer between their attacks), or just the length of the sequence?  Just making the length of the sequence longer than their attack cycle wouldn't be enough.  I'm pretty sure I gained control at a point where a shot was about to hit me. 

We actually force the bullets to be destroyed at the end of the cutscene so even though it looks like you could get hit, you never will.
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