VELASTER

VELASTER

First run through
I just installed this. This is my first trial. I had fun, and completed the demo in 41 minutes. I died I think only once maybe twice.

The visuals are at this point are too dark, not that they are too dark in subject matter, just too dark in brightness in certain areas on the screen. It would be good to have certain areas of scenery brighter than they were, especially regarding the player and enemies attacking the player. Parrying requires you see and react to being struck, so you need to be able to see well enough when a character is striking you, half the time I couldn't see well enough to tell whether the enemies attack had connected. Also the graphics are quite nice as well, is another reason to make sure that the screen is visibly bright enough.

The other thing is, it felt like one long stage that all looked pretty much the same. I think there needs to really be a bit more variation in stage design going forward. Regarding background assets and color pallet. I kind of felt the forty minutes I spent with it I saw mostly the same scenery all over again, or if it wasn't then the the issue is the scenery is so derivative of itself that its very hard to tell one part from another. It's not even that I couldn't tell I was in different parts, they just lacked something that made them stand out from each other. In the end they just felt uninteresting, even the part with the traps and boulders at the end of the demo.

This is my opinion of course so take it for what it is. I don't expect anyone to actually care about my opinion, either, I am just giving my impression in case the developers would like to know how I felt about it. I found the combat to be a little bit easy as well, I won't say completely too easy, don't get me wrong. It had it's moment's and the parry seemed fine. Although I think that is mainly because it's impossible to see the enemy's hit connect many times, but other than that, the combat was fairly repetitive. There are also no skills or skill tree elements in the game yet. So I have no way of knowing how the game will evolve or how the character will handle later on in the game. As for now he kind of feels like a weird wobbly clunky chess piece that swings a sword and blocks stuff, and has a few cool moves. I don't feel the combat in the same manner as I do in a game like blasphemous for example. Where you can feel it when you get a parry. so some work needs to be done there as well. I see a lot of potential though and look forward to seeing how this turns out.
< >
Showing 1-1 of 1 comments
VelasterZ  [developer] 31 Jan @ 12:41am 
Hello, rumplefartkins!
We have read your feedback thoroughly, and we sincerely appreciate your thoughtful insights.

Every opinion matters to us, as each represents the perspective of a player. Your feedback is incredibly valuable, and we are always eager to hear different viewpoints.

We are aware of the visibility issues regarding monsters and are currently deliberating on how best to address this. In particular, we recognize that players themselves can be difficult to see in darker areas, which is a critical issue that we must resolve. However, as we are still in the process of exploring potential solutions, we regret that we cannot yet provide a definitive answer on how we will tackle this matter.

You also mentioned that the game felt like progressing through one long stage with a similar appearance throughout. The early section of this demo indeed features a uniform visual style, and this was intentional, as it represents the very beginning of the actual game. This part is set within a single large region, so the visual similarity was by design.

That being said, we acknowledge that there is a lack of landmarks and visually interesting elements to break up the monotony and provide moments of relief or intrigue. We plan to introduce more distinctive areas and engaging visual cues throughout the actual game so that even within similar environments, players will continuously experience a fresh sense of discovery.

In the full game, there will be significant differences between major regions, and we will ensure that each area within them also has a distinct feel.

Lastly, we are continuously refining the combat system. We plan to enhance the sense of impact by implementing features such as controller vibration and bullet-time effects. Additionally, we are considering adjusting enemy difficulty to provide a more engaging challenge. Of course, early-game enemies should remain appropriately weak to maintain proper game balance, so striking the right balance will be key.

We will continue to develop and improve the game to deliver the best possible experience at launch.

Once again,
thank you for your valuable feedback, and we wish you a wonderful day! :steamhappy:
< >
Showing 1-1 of 1 comments
Per page: 1530 50