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TIGSource ForumsDeveloperPlaytestingThy Sword: Action roguelike platformer (Demo Removed - FullGameComingsoon)
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Author Topic: Thy Sword: Action roguelike platformer (Demo Removed - FullGameComingsoon)  (Read 1878 times)
Gamephasenet
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« Reply #20 on: December 05, 2016, 11:35:52 AM »

@Enrik:

Thank you very much for your feedback and suggestions!
Several things are already done like you suggest, so you nailed quite a few, and others too.
This all really helps us out with designing the game for sure.

*Bow aiming is updated, now you can aim slightly downwards if you want

*Level gate now lights/fires up when open

Cheers!  Smiley

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rodlaiz
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« Reply #21 on: December 09, 2016, 01:52:48 AM »

Hey! Great game! Great graphics and music, love it all Smiley It has this Golden Axe feeling that I really liked
I've used a controller and it took me 3 levels to realize that I was using the "special" attack and that I had the normal attack on the shoulder button.

I like the idea of the platforms procedurally generated, maybe you could try levels with scroll? like you need to move forward on the screen to find the door far on the right... to give the player a sense of travelling and doing a journey? Is just an idea
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Bahototh
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« Reply #22 on: December 09, 2016, 06:27:42 AM »

@rodlaiz:

Hey thanx!

We actually had a version that scrolled a bit sideways.
We just came to the conclusion that we wanted the nostalgic magic of one screen levels.
Somehow it works good as a limiter on design. Maybe stands out a bit nowadays too?

Bahototh
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QuadrupleA
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« Reply #23 on: December 15, 2016, 07:26:00 PM »

I played through this a couple nights ago - really enjoyed it. Controls are excellent, very precise and responsive. The level layout randomization is really well done too, it does a good job finding exactly the limits of makable jumps etc. and sets things up accordingly. I started going down a similar road in my game but gave up after a while, there were just too many edge cases of what's a makeable jump depending on ceiling obstacles etc - I ended up hand crafting most of that stuff. So kudos for making that all work.

For my taste what it needs right now is probably more variety - different items / obstacles / situations etc. that can differentiate things more from playthru to playthru or force you to use different strategies. Weird random events maybe (rat infestation?). I think I played about 5-10 games, and eventually defeated the boss at the end. My biggest mistake was blowing my face up with exploding barrels a bunch of times, finally I started pillaging more carefully. That's a nice mechanic.
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Weapon Hacker - roguelite metroidvania;
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Bahototh
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« Reply #24 on: December 16, 2016, 11:21:23 AM »

@QuadrupleA:

Many thanks man!

You're right about the variation and the content. Already a long time since the Demo got put out.
Lots more stuff is being put in there as we speak.
Enemy types, events, special levels and more...so stay tuned!

Thank you for the kind words about the level generation. Sure took some time even though
it seemed like a pretty limited scope at first!
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Sneaky_Seal
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« Reply #25 on: December 18, 2016, 12:44:28 PM »

Nice game, looks lovely, reminds me of the Golden Axe a lot (and that was one of my favourite games).

My 2 (or more like 3 cents):

1. Being a swordsman is rather fun - but are you planning to add other classes? Is there any variety to be had there? One of the things that made all beat'em up games (like Streets of Rage or the Golden Axe series) good was class variety - you were picking Speed vs Attack vs HP, etc. That's something I would love to see in a game like this, especially for the multiplayer part.
2. Game speed - it feels a tad slow now. Can we maybe speed it up a bit?
3. My biggest concern is lack of flavour or focus in the artistic department:
  • Broforce or Metal Slug poked fun at the action moves and were over the top in every aspect;
  • Splatterhouse or Hotline Miami were bloody and gory.
  • Castlevania and Hyper Light Drifter were stylish.
Thy sword doesn't have something like that (as of now) - it's neither a comical party game nor a visiually strong serious experience. I think you should take it in 1 specific direction with this, otherwise it feels somewhat too plain and generic.

Great job, otherwise, I'll be looking forward to the release.
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Bahototh
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« Reply #26 on: December 18, 2016, 06:01:40 PM »

@Sneaky_Seal:

Thank you for the constructive feedback!

Good points all around. There will be several playable heroes with some unique abilities and styles.
But we plan to keep it pretty light on the strategic scale.

P.S. Do you mean the speed of the action/player or more of game/level tempo and such?

Stay tuned!
« Last Edit: December 19, 2016, 12:07:36 AM by Bahototh » Logged

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therevillsgames
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« Reply #27 on: December 19, 2016, 01:00:12 AM »

Love the demo!

It would be nice to be able to aim lower with the bow, I wanted to shoot downward but the game stops you.
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Bahototh
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« Reply #28 on: December 19, 2016, 01:02:03 AM »

@therevillsgames:

Thank You!
We've adressed this some time ago  Coffee
and you'll be able to aim lower(downwards), though not through platforms.
This adds a little strategic fun we think!
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