VELASTER

VELASTER

QOL and other Game Play Suggestions
Just a few brief things out of my first impressions with this game.

QOL suggestions:
Give ↑ action a delay in front of doors so that all other actions can cancel ↑ when standing in front of a door, at least if an enemy is in combat range. (in anticipation of controller support)

Separate the cancel and menu buttons so they can be mapped separately. I prefer controller button 'B' for both dodge-roll and cancel. Tab/Start should be for game menu.

Might be just in the demo, but I kind of think you are giving us a couple too many attack actions right at the start that could reserved to be granted early as an introduction to the skill tree maybe or as weapon/equipment enhancements. You could add the third fast attack action as well as the third AND 4th heavy attack action as early skill unlocks, or maybe just abilities granted by some fairly early in-game event or encounter. Not complaining, but I think the opportunity for a dopamine hit from unlocking those extra moves is being wasted and honestly, exploring all 3 quick and all 4 heavy attack actions and how they combo right at the start is just a hair too much and might be a little overwhelming for some players. The 3rd heavy attack action is a shield bash...trying to figure that out along with the rest right off the bat might be just a bit intimidating for newbies. For instance, any combination of three consecutive attack actions as long the third is heavy, results in a shield bash. This was very surprising to me.

Needs a CROUCH and a crouching attack or slide move. Maybe this is already coming. But pressing down needs to crouch. Down with roll should be a slide in the direction you are facing, and it should be enhanced if executed while dashing. Down with jump can pass through platforms that you can drop down from.

Add these mechanics and you will have a virtually perfect 2.5D metroidvania/souls-like.

Sell it for $7.99 during Early Access and then add three DLCs packs for $3.99 each after full release, I would recommend this to maximize player base and profitability. I could be crazy though. Might work even better if the price was even lower, like it did for Vampire Survivors which blew that genre wide open... (edit* I chuckled at my suggestion here when I reread this... with Brandonflation going on, probably more like $27.99 now and DLCs $12.99...I already paid $24.99 lol... I must have been high when I wrote this, I apologize to the devs for my hubris.)

Also, as part of a DLC maybe, add a PvP arena...that would be so cool...with two modes, a seasonal Gladiator mode with a Ladder, and regular 1v1 (where you can use your character with all equips and get ranked) or 1v2 bare bones, or HEROv3 (where the HERO gets full equips and the other 3 get basic sword/mace and shield or a choice of a 2-handed weapon) or maybe even 2v2 combat arenas with upper and lower platforms. This game has all the right mechanics to work great in a PvP VERSUS mode. Maybe even just a single player or coop Kill Box Arena where you can practice on small hoards of enemies in increasing waves of difficulty and maybe unlock a boss rush.

I have not explored the skill tree thoroughly yet, but a heavy jump attack would be awesome, and possibly a directional quick jump attack would be great, (like holding up stabs straight up, or pressing opposite direction from facing does a spin around) as pressing ↓ while jumping and using heavy attack would also make for a great plunge/dive attack. :steamhappy:
So far this game has the potential to be one of my all time favorites. It has ALMOST everything I love in its formula. Dark Soul style timing but not too much, just the right amount of equips and special abilities.
Last edited by ASTROCHRONIC; 16 Sep, 2023 @ 4:21pm
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Showing 1-15 of 16 comments
VelasterZ  [developer] 11 Oct, 2022 @ 12:00am 
Thank you so much for playing the game and for giving us feedback!

Thanks for all the good advice.

1) We plan to add a function that allows monsters to disappear during interaction or to return to avoid attacking users at a later.

2) Regarding the button, we will continue to revise it by reflecting the feedback of users. Thanks for the good opinion !

3) We are still thinking about providing too many skills. Also, regarding attacks, we will develop them to make them more accessible through effective tutorials.

4) There is actually a crouch function, but it is not practical, so we're currently thinking about where to use it.

5) Platform jumps through the downward direction currently exist. But not that many yet.

6) It's hard to say about the price! sorry!

7) There are currently scheduled DLCs.
However, nothing has been decided regarding PVP. We will consider it as production progresses in the future!
I'm sure it will be fun.

Thank you so much for playing!
have a good day.:steamhappy:
ASTROCHRONIC 11 Oct, 2022 @ 12:28am 
Originally posted by VelasterZ:
Thank you so much for playing the game and for giving us feedback!

Thanks for all the good advice.

I discovered that exactly what I suggested for a downward heavy plunge attack literally is one of the first skill unlocks. LMAO... so that is great. I really hope you consider working on the slide move as I suggested...it would be an really cool mid to early game addition...the sort of thing that is OH MY! They DID think of this cool thing and add it... The feeling I got when I discovered the downward plunge attack was EVEN better than it would have been if I had just found it as a default action...which would have been great too, but the let down of thinking it is not there is like a spring board for the realization that it actually IS there....but since you did not mention the slide move I suggested, or the fact that the plunge attack I suggested actually exists, I am taking that as ABSOLUTE PROOF that there is and will be in fact a slide move implemented in the game. Yup. Definitely. Its legally binding now. It must be there. Like the sun coming up in the east every morning. There can be no doubt. It's settled. Done. Fini. Over with and set in stone. For sure... I mean, I have a feeling and a desire and I read a book that said I can manifest anything I desire just be sheer will alone...but every time I try I just end up staining my drawers.

edit: Also regarding the practicality of the crouch action...My brilliant genius suggestion would be to make it practical. No, but seriously...make it a springy quick action that lowers the players height by about 30-50%, a body posture that makes sense for such a springability, bend at the knees, one knee out a bit more than the other, one foot back, quick attack is a low slash and a stab forward, heavy attack is an upper cut style move, and hitting the roll button while holding this posture results in a nice short slide move (much longer if executed from a dash), you know like sliding into home base, hip to the ground, one leg straight foot pointed forward, other leg on top slightly bent. If sliding from prone, it should be realistic, like just about 1.5 meters maybe, like if a monster was right in front of you, your slide would put you right behind it, unless you were running, then the slide should be about 2.5x as far. With such actions implemented, you could increase skill options and allow for a knock back upgraded to a chance to knock down effect for a slide from dash, and for a slide from prone, you could add a stun or interrupt effect and some damage to both. I just like to be creative and throw ideas out there. When I was a kid, I would make a wish list for Christmas with 50 things on it. I knew I might get 8 or 9 at most. So I would circle about 15 as my favorites, and then I would put a star next to 3 or 4 of the ones I wanted more than anything else...And if there was one thing, that if I only could have one thing, that would be the one thing, I put double stars and a smiley face next to it.

The Crouch and slide mechanic is a FIVE STAR DOUBLE SMILELY FACE with THREE BALLOONS a FOUR LEAF CLOVER AND A ROCKET wish. In the famous words of a wise southern American sage, Git-r-done.
Seriously though, hats off on the game so far. Best demo I have played since I switched to PC and got Steam. And I have played probably 100s.
And oh yeah, thank you for responding. That was really thoughtful. Hope you and your team make a bundle.
Last edited by ASTROCHRONIC; 11 Oct, 2022 @ 11:22pm
Engineer  [developer] 11 Oct, 2022 @ 10:57pm 
Thanks for the really good advice. Our Kickstarter also started today. Please visit once and see the various benefits. have a good day.
ASTROCHRONIC 11 Oct, 2022 @ 11:42pm 
Cool. Done. I wish I could afford the $500 option, I would love to have "Let's Go Brandon!" written on a tombstone...lol But I have to say, good luck with the $5000 option...I was thinking man that would be cool, to design a boss monster and have it actually in the game everyone will play...but then I thought, if someone told me they did that, my first question would be "So what are your residuals?" and they would be like um...goose egg...And I would be like so you paid them $5000...to work for them? And they would get mad and probably stop being friends with me...
ASTROCHRONIC 19 Oct, 2022 @ 5:22am 
I found the CROUCH action! As of now, it is only mappable through the keyboard inputs using a controller template. But it exists! Now, just needs a dedicated quick and heavy attack animation and a slide kick move.... Classic TMNT style...I think that is what I am thinking of...

Also, i hope this doesnt offend anyone, but I was thinking how cool it would look and how much fun it would be if enemies dropped glowing embers, red for exp, blue for souls, gold for well..gold..green for consumables, and maybe purple for materials/items (gems, equips, etc).. (an maybe white for small mana recharge and/or for stamina, could add some more fluidity to game play, not that it needs it) they could auto attract to the character at any distance (or maybe that could be an upgradable function) with thin glowy trails and/or transient sparkles... Eye candy, dispensed tastefully, never hurts.
Last edited by ASTROCHRONIC; 19 Oct, 2022 @ 5:33am
ASTROCHRONIC 20 Oct, 2022 @ 2:25am 
I had another idea...(I have lots...not good for much else really...)
You devs are probably already considering how to make the game fresh again at full release for all of us dedicated Demo players... And maybe you are already way ahead of me on this notion...so beg my pardon if I am just repeating things you already thought of. Here are my thoughts-

At the early part of the game, maybe even right away, there should be a brief encounter with a dragon boss that you end up fighting later. I am expecting there is a dragon boss or two in this game. Because there must be. I feel like this game has a lot of influence from Dark Souls, and it could even be a bit of an homage, to have a dragon swoop by in the earliest part of the game.
Also introducing a kind of gem-lizard creature (or a little imp or goblin) that scurries away and if you can chase it down and kill it fast enough, you get rewarded with rare socketables and gold. You could have it show up very early but in a spot we cant get to it, just to foreshadow its existence in the game... Maybe a gem-lizard AND a treasure goblin, the lizard only drops socketables and scrap materials (hoping these exist for a coming crafting mechanic I have not seen yet), and the goblin drops gold and sometimes equipables... That would be VERY cool imo.
Also, just a thought, but for outside areas, having some kind of event or mechanic that dramatically changes the lighting for an intermittent night time effect or some kind of special weather event.
And more NPCs... Or any...so far I do not think I have encountered any.
More ideas to come...stay tuned. :steammocking:
Last edited by ASTROCHRONIC; 5 Oct, 2024 @ 8:50pm
ASTROCHRONIC 20 Oct, 2022 @ 2:37am 
I wanted to copy paste this here from the other thread.

REGARDING MAKING THE CROUCH ACTION MORE PRACTICAL.

After playing with the crouch mechanic as it is now, I see why you think it is not practical and want to remove it. But I think you should consider keeping it in and just modifying it.

Here are my suggestions:
As it is now, you have it so you can creep while crouched. This limits the crouch height and the creeping is not really useful (though I am impressed with the animation work). I would make the crouch just a static or prone action, like in Dark Light or even classic Metroid. You could make the legs tighter to the body, and more of a true crouch/kneel, with a posture more inline with dropping to a hip and kicking forward at enemy ankles.

Reducing character hit box height while crouched by about a 1/3-1/2 and forcing them to be prone (unless they roll or slide out of it, otherwise to move, the character would have to stand up).

With the prone crouch, you could add special skill nodes for Crouch attacks, I would suggest 2 quick (a quick body jab, and a slash at the feet) and 1 heavy (more like an uppercut slash, or maybe a heavy slam down stun attack and the uppercut could be reserved as a release crouch and press up while heavy attacking mechanic, if executed properly would result in an uppercut slash that sends even medium sized foes flying on their backs if stunned), and also you could make the slide move a skill node too, with added stun or knock down effect nodes as well as damage. This would make it a more strategic and useful mechanic. (you could even make the crouch itself unlockable through a skill node).

And you could add lower tight passages that require the slide move to get under, or flying enemies that fly or swoop down to just the right height that you can slide under them where as rolling might take a hit.

I would use the down direction of the movement action, and I would make it so if you are standing at a ladder, that you have to double flick downward direction to climb down, or use the interact button while crouched. This would also prevent accidentally grabbing onto ladders while in combat. On pass through platforms, you should drop down with the jump button if you are crouched or if you press down and Jump simultaneously.
The roll button would double as the slide move while crouched. And you could add a really cool dash-slide move, if you execute it properly from a full momentum run, then you can slide much further and knock small enemies flying... That would be SO COOL.

I know its a big ask and its obviously easier said than done. But to avoid wasting your work on the mechanic, and to make the crouch not only practical, but a more strategically useful mechanic, I strongly suggest you guys see if these ideas are workable. I think it would add SO MUCH to this already outstanding game and make it a real stand out in the genre to such a degree it sets the standard of all future Dark Souls/metroidvania type games.... Difference perhaps between 4.5 stars and a flush 5 stars.

Even if its a hard no at the end of the day, still love the game. Thanks for your hard work and dedication to a great product. We appreciate the heart put into it.
ASTROCHRONIC 28 Aug, 2023 @ 12:42am 
Very quiet on the update front lately...must be they are implementing all of my ideas....:steamthumbsup::ranald::crtgoofy::awyea:
Engineer  [developer] 19 Oct, 2023 @ 10:17pm 
Originally posted by ASTROCHRONIC:
Very quiet on the update front lately...must be they are implementing all of my ideas....:steamthumbsup::ranald::crtgoofy::awyea:
Sorry for the late reply.
We are working hard to reflect Dangsing's valuable opinions in game development.
I also wrote it down carefully in my development diary notes.
We will try our best to show you better games.
Have a happy day.
ASTROCHRONIC 20 Oct, 2023 @ 9:51pm 
Originally posted by Engineer:
Originally posted by ASTROCHRONIC:
Very quiet on the update front lately...must be they are implementing all of my ideas....:steamthumbsup::ranald::crtgoofy::awyea:
Sorry for the late reply.
We are working hard to reflect Dangsing's valuable opinions in game development.
I also wrote it down carefully in my development diary notes.
We will try our best to show you better games.
Have a happy day.

Thank you for responding. With that said, who is Dangsing, what did you write down in your development diary notes and what do you mean you will try your best to show me better games? I just want to see Velaster... Forgive me, I am easily confused lately.
ASTROCHRONIC 5 Oct, 2024 @ 8:48pm 
just making a yearly check in.... hoping game development is coming along...hoping to see a demo soon....
ASTROCHRONIC 9 Nov, 2024 @ 12:04am 
I am starting to get old waiting for any news much less the actual game... I know $25 bucks is not that much, but its the most I ever donated to a kickstarter... must be like two years ago now...
Engineer  [developer] 11 Nov, 2024 @ 6:12pm 
Sorry for the late reply. I am in charge of art and community, so it took me a while to check the community posts. I am always grateful for ASTROCHRONIC's support and developing. Currently, the six of us are pouring our energy into game development except for the time we sleep. I apologize for not being able to share the progress with the Steam community. I do not have the luxury of having a separate community manager, so the news sharing has been delayed.
A new build has been created and we are conducting user tests while attending game shows. We tested the new build at the Tokyo Game Show and Thailand Game Show, and after confirming good responses, we are currently producing additional content. We will share the related progress soon. We plan to attend G-Star this week.
We will always do our best in development. We will do our best not to disappoint you! I apologize for the late reply again. We will repay you with a fun game.
ASTROCHRONIC 11 Nov, 2024 @ 8:08pm 
Thank you very much for responding. I just wish one of you guys would post a little update once a month or so, just to let us know how progress is going. Maybe a screen shot or two.

Is this new build you mention, significantly different than the demo? Any chance you might bring back a demo? Even if it is just a single boss arena so we can test out the mechanics? Also, are you guys working on fully implementing controller support?
Engineer  [developer] 2 Dec, 2024 @ 6:48pm 
Originally posted by ASTROCHRONIC:
Thank you very much for responding. I just wish one of you guys would post a little update once a month or so, just to let us know how progress is going. Maybe a screen shot or two.

Is this new build you mention, significantly different than the demo? Any chance you might bring back a demo? Even if it is just a single boss arena so we can test out the mechanics? Also, are you guys working on fully implementing controller support?

Hello. My friend. Sorry for the late reply. I haven't been checking the Steam community often. I'm going to upload a new demo to Steam during this holiday season. I sent you a private message about this demo through Discord. Maybe you didn't see it because I sent it to you as a private message. This new demo will have upgraded graphics and UI, and a new boss that you couldn't see in the previous version. If you can parry, you can also do continuous parry like in Sekiro. It's a test version, so it's not perfect yet. I will continue to upgrade the test version and share it in the future to create it together with users. I won't share it just once, but I will share this version for a month, close it again, and share the upgraded version again in 3 months. Your support has always been a source of strength for us. We will work harder.
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