I got the demo from steam though, so maybe the one here is different or something. It's nothing big, I was just curious as to why my clothes were different.
Amazing demo. The normal enemies are not very engaging to fight until the second run, but the boss at the end is incredible, really fun and well designed fight.
The controls are a delight, love the double jump and air dodge, air shooting and the parry move. Only thing I have to complain is that the toggling running controls on the keyboard are not always so smooth, sometimes the character won't start sprinting (even with full stamina).
Lovely game, wish there was some more platforming and maybe flying enemies to fully enjoy the jumping controls, but I might have to wait for when it comes out.
This game is awsome! But i would like to give a heads up, just in case the devs want to fix it, its nothing major, just mildly anoying: when i put the game on fullscreen using Alt+Enter, the game exits fullscreen everytime a cutscene ends or the screen transitions.
An amazing game, as a souls fan i can say that this game has everything to be a succes, on normal difficult the level was pretty easy but the boss was just fine i cleared the demo in about 30 min,i cant wait to play the full version!
Edit: the level design and music is far better that i was especting from an indie game, excellent work
I LOVED this game. The aesthetic is so good and it controls really well too! There are some a few English problems in the text but they'd be easy fixes. I hope there are more interesting/a variety of environments and enemies in the final version. I'm also looking forward to uncovering the story. Thanks so much for making the demo available, I played it on my YouTube channel.
The first thing I noticed about the game straight away were the graphics. They look absolutely wonderful!
Although I've always found story more important over the way a game looks, I was impressed by them. Especially for it being an indie game!
Speaking about the story, I like it so far. It is rather cute but also has enough action blend in with it. Don't want to spoil anything, however.
Gameplay itself runs and feels real smooth. Never had any issues or bugs. I like how the game gives you different types of spells. Could be an interesting concept to work with. Perhaps make different skill trees, one fire, one ice, one lightning etc. Fire for instance could be the burst fire it is now, a fire ball, a flamethrower ...
The second thing about the spells is that I think maybe you could change the setup. Right now you have to choose while holding the Tab button, whilst the items you found are in a slot bar. I think maybe changing these would be easier, allowing the player to switch between their spells faster by hitting the numbers on their keyboard and have the inventory open with the Tab button.
Now, my only point of criticism, although I wouldn't really call it that, is the English translation. There were some big and small mistakes here and there. But, seeing as your main language isn't English and the game is still in early development, I don't consider this to be a big issue right now.
Finally, I read in some comments that the game is unbalanced and too hard.. I disagree. The boss for instance was not too hard. It took me a while to find out what spell he was weak too, and once I did, he was really easy. Maybe a little notification at the start of the game 'certain enemies are weak against different spells' would help this issue.
That all being said, I'm looking forward to what this game has to offer. I'll definitely give it another go once completed!
I also made a little video on my experience of the game, feel free to have a look or to use footage to promote the game!
Regarding the choice of spells, you can change the button settings in the Option to switch spells more quickly. The preset buttons are F1, F2, and so on.
I so also agree with his feedback about the English translating being a little rough. Overall though, it's fine! It still got the point across, which is good enough for me!
我已经看到作者已经接受了一些早期DEMO玩家的建议,将游戏已经登录了STEAM平台,我个人觉得这款游戏也可以学习一下隔壁游戏:TOUHOU LUNA NIGHTS的营销方式,当时,他们是在去年8月底左右登录的游戏,我是直接就买了那个游戏,当时,那款游戏的完成度和现在差不多,只有一块地方和一个BOSS,随着游戏的后续更新,内容越多,价格逐渐提高,正因为他们这种营销方式,使我从最初的版本到现在就算隔了快1年的时间,我也一直没有忘记过这款游戏,而且最重要的是,可以在每个章节发布以后,根据玩家提供的游戏建议,来修复BUG或者调整难度以及增加一些额外的玩法,这有很多的好处,也可以防止游戏问题出现的太多从而影响游戏体验的问题。
Like I said on Steam, you need to balance this game A LOT. The boss fight is nearly impossible, you don't deal enough damage, the boss deals way too much, your magic chargesup too slowly, most of his attacks you can't dodge, and when you get hit, and he spams more attacks on you as you can't move? none of that is good.
I started off loving this, and now I hate it with a passion.
#1 on your list is to fix the balancing issues, the game is sad to play like this.
good game with a great graphic and gameplay, the animation is really smooth and the main character is super cute!!! OwO . i hope the game will have a great story too in the future release, it would be awesome!!.
I feel like you should focus on changing many thing before the release, especially the boss room was way too glitchy. If you are planning on releasing review keys let me know there's the best place to ask for one ;)
Looks lovely and the gameplay mechanics are solid. I wasn't expecting the boss to be so challenging, and it was a pleasant surprise. That said, the MP meter could be a tad more forgiving; especially if getting hit will disable the powered up staff, throwing a pretty important MP investment out the window.
I'm absolutely in love with the animations, there are a handful of details that truly sell the game.
All in all, I'm fully hooked and expecting eagerly the full release.
It is wonderful that Nobeta's animation is cute. (For example, Fall down animation when stamina is low) So I want more Nobeta's animatinos. (For example, idle animation when HP is low)
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Hello @pupuya, any updates on your current progress? uwu
很棒的游戏,作为独立游戏来说很多细节打磨的都很到位,咏唱打击闪避系统环环相扣,非常吸引我这个老派ACT和黑魂爱好者。已经加入愿望单之中。
之后是一些建议。
boss与玩家的打击光效强度过高会在其中形成一个撕裂的花屏,包括反击也是相同的,强烈的闪光可能会引起某些玩家的不适感。希望能够进行调整。
招架弹反(魔力吸收阵)的持续时间过久了,多段的连续攻击判定虽然很爽快,但是判定成功的瞬间整个屏幕被强烈的光效闪白,非常影响视觉,甚至有可能会引起光敏性癫痫患者的不适,如果可以的话,希望能够改成十字星闪光与单次的破盾伤害。一次弹反的反击伤害就能将boss打出虚弱硬直实在是有些过于imba,可以考虑一次弹反的反击伤害为一个固定值,小型的杂鱼敌人能被这一个反击伤害直接击晕打出大硬直,而boss需要多次反击伤害才能打出虚弱大硬直,并相应的放宽判定时间。毕竟比起一次成功持续两三秒的无敌反击,玩家可能更希望看见面对boss的连斩,玩家连续多次成功招架反击的感觉。
这个boss的冲刺回旋斩的设计非常棒,需要卡极限的闪避时间去闪避才能完美的闪避掉两次判定,是我非常喜欢的一个招式。
对于闪避上我有个建议,可以让闪避成功的瞬间用闪避打断上次闪避的动作进行连续闪避,这样就能让玩家进行爽快的连续闪避多段伤害了,这样也拉高了上限,在体力和魔力之间做出取舍。
希望增加区分瞄准状态下和普通状态下的镜头移动速度的选项,瞄准状态下无法进行精细瞄准较为不适。
接下来是个人私心的一些提问。
请问是否之后会加入武器(魔杖)更换的系统,例如某些魔杖有负面效果,但是能对某些魔法产生buff。
例如短杖普通状态下无法近战攻击,但是无属性魔力充能后能形成一把光剑。
The clothes in the video are different from mine. Mine didn't have the hat and witch outfit.
what do you mean? maybe there's a newer demo
This is what my character's clothes looked like: https://imgur.com/a/B1EJTo0
I got the demo from steam though, so maybe the one here is different or something. It's nothing big, I was just curious as to why my clothes were different.
well now this makes me wonder, is there more to do in that demo? o.O?
Haha! If you didn't know, after you play through and beat the boss, if you load up the same save file, it lets you use the other types of magic.
After the "Made with Unity" logo, the game doesn't start?
Does anyone else have this problem?
Amazing demo. The normal enemies are not very engaging to fight until the second run, but the boss at the end is incredible, really fun and well designed fight.
The controls are a delight, love the double jump and air dodge, air shooting and the parry move. Only thing I have to complain is that the toggling running controls on the keyboard are not always so smooth, sometimes the character won't start sprinting (even with full stamina).
Lovely game, wish there was some more platforming and maybe flying enemies to fully enjoy the jumping controls, but I might have to wait for when it comes out.
I'd support this if I could.
奔跑每次要点两下前进,操作起来不大实际(打老板只能走了)
发动魔法时希望可以更明显一点(我太菜了,打老板有时没注意到QAQ)如果有贴地攻击的怪物也许会更有趣吧(个人想法)老板攻击的判定范围有点奇怪,有时都跑出去了还是被打了(果然还是我太菜)游玩下来感觉很棒(萝莉赛高),总之还请加油吧(期待)
Astounding game. Thoroughly enjoyed it. Definitely buying it on steam.
Demanding but cute. Nice job.
Awesome game! Very fun, the movement feels great and the spell system is pretty cool. I also loved the boss fight. <3 Looking forward to updates.
This was so much fun to play. Saved the best game for last in my indie romp. I hope you enjoy the video :) do you have any plans to continue the game?
your game starts at 8:10This game is awsome!
But i would like to give a heads up, just in case the devs want to fix it, its nothing major, just mildly anoying: when i put the game on fullscreen using Alt+Enter, the game exits fullscreen everytime a cutscene ends or the screen transitions.
Thanks for your feedback!
I will fix it!
An amazing game, as a souls fan i can say that this game has everything to be a succes, on normal difficult the level was pretty easy but the boss was just fine i cleared the demo in about 30 min,i cant wait to play the full version!
Edit: the level design and music is far better that i was especting from an indie game, excellent work
steam上已经加入愿望单了,加油!!!
恭喜上线steam商店!!我已经关注并添加到愿望单啦,只有一关的DEMO已经不能满足我啦!,非常期待正式版(或抢先体验版)(ฅ´ω`ฅ)
I LOVED this game. The aesthetic is so good and it controls really well too! There are some a few English problems in the text but they'd be easy fixes. I hope there are more interesting/a variety of environments and enemies in the final version. I'm also looking forward to uncovering the story. Thanks so much for making the demo available, I played it on my YouTube channel.
我今天刚玩您们的DEMO,很惊艳。美术很扎实,哥特式的场景真的很棒(我同时也是黑暗之魂的玩家),唯独可惜的是场景建模比较少,没有真正对彻起来形成如同黑魂那样的震撼瑰丽的世界。
我说这些并不是说场景搭建不好,而是希望在后续场景能更加用心,打造一个沉浸感更强的世界。
战斗系统我个人是很满意的,继续顺着这个思路设计将会很好玩。就是拾取物品时,判断点有些小拾取不方便,大多情况是好不容易进入判断点后小魔女不是正对着物品的。播放捡拾动作时是对着前方空气,加入一个指向就好了。还有,内裤的问题不是问题,正常走路根本不会露出了好吧。
感謝建議呀!!場景部分我會再努力的!!
撿物品的方向我也會再調整!
The first thing I noticed about the game straight away were the graphics. They look absolutely wonderful!
Although I've always found story more important over the way a game looks, I was impressed by them. Especially for it being an indie game!
Speaking about the story, I like it so far. It is rather cute but also has enough action blend in with it. Don't want to spoil anything, however.
Gameplay itself runs and feels real smooth. Never had any issues or bugs. I like how the game gives you different types of spells. Could be an interesting concept to work with. Perhaps make different skill trees, one fire, one ice, one lightning etc. Fire for instance could be the burst fire it is now, a fire ball, a flamethrower ...
The second thing about the spells is that I think maybe you could change the setup. Right now you have to choose while holding the Tab button, whilst the items you found are in a slot bar. I think maybe changing these would be easier, allowing the player to switch between their spells faster by hitting the numbers on their keyboard and have the inventory open with the Tab button.
Now, my only point of criticism, although I wouldn't really call it that, is the English translation. There were some big and small mistakes here and there. But, seeing as your main language isn't English and the game is still in early development, I don't consider this to be a big issue right now.
Finally, I read in some comments that the game is unbalanced and too hard.. I disagree. The boss for instance was not too hard. It took me a while to find out what spell he was weak too, and once I did, he was really easy. Maybe a little notification at the start of the game 'certain enemies are weak against different spells' would help this issue.
That all being said, I'm looking forward to what this game has to offer. I'll definitely give it another go once completed!
I also made a little video on my experience of the game, feel free to have a look or to use footage to promote the game!
Many thanks for the suggestions and feedback.
Regarding the choice of spells, you can change the button settings in the Option to switch spells more quickly. The preset buttons are F1, F2, and so on.
The video is very interesting!
I agree with Mister Bopi! The demo is great!
I so also agree with his feedback about the English translating being a little rough. Overall though, it's fine! It still got the point across, which is good enough for me!
The rest of the demo was perfect though!
你好,作者。
我是在今年3月份开始接触的这款游戏,最早是通过油管的视频进行了一些初步的了解,然后通过试完DEMO自己进行了一些游戏体验,我整体的体验感受就是:非常棒!
虽然是一个容量偏小的游戏,但是作为一款动作类(类魂?)型的游戏,我个人觉得整体节奏已经把握的相当到位,整体难度也并非让人无法接受(我是直接打的普通,BOSS那里死了一次然后就过了,也许是有视频的经验?),好了,游戏吹完了,我想提一些游戏的建议(并不是游戏质量问题。)。
你可能会想,为什么我3月份玩的DEMO,结果到了6月底才来找你聊天?其实是我之前在玩其他游戏已经几乎忘记了还有这款游戏的存在,最近偶然看到我的室友在玩这款游戏所以我才想了起来。
我看了一下之前的评论对话,看得出来作者还需要很长的时间才能完成该作品,虽然我不是有意想让作者加快脚步,但是我觉得作者可以让自己的作品以换一种角度方式来完成,其实说的很复杂,简单点说就是以章节的形式来分开售卖。
我已经看到作者已经接受了一些早期DEMO玩家的建议,将游戏已经登录了STEAM平台,我个人觉得这款游戏也可以学习一下隔壁游戏:TOUHOU LUNA NIGHTS的营销方式,当时,他们是在去年8月底左右登录的游戏,我是直接就买了那个游戏,当时,那款游戏的完成度和现在差不多,只有一块地方和一个BOSS,随着游戏的后续更新,内容越多,价格逐渐提高,正因为他们这种营销方式,使我从最初的版本到现在就算隔了快1年的时间,我也一直没有忘记过这款游戏,而且最重要的是,可以在每个章节发布以后,根据玩家提供的游戏建议,来修复BUG或者调整难度以及增加一些额外的玩法,这有很多的好处,也可以防止游戏问题出现的太多从而影响游戏体验的问题。
总结:其实我说了那么多,也只是希望你们能够保持足够的热情来继续制作游戏,因为,明年的游戏大作特别的多啊,独立小游戏如果不能及时的拿出成果较难有立足之地,所以,与其一次性完成,不如分开来卖,来保持一定的热度。因为,你们也是充满热情的游戏制作者,我不希望你们的努力变成竹篮打水一场空。
P.S:我看了下之前的一些评论,作者似乎想把裙子改成灯笼裤,其实这个提议我也不是非常愿意接受(然而我并不是喜欢看小萝莉内裤的BT),或许我只是单纯的觉得,穿裙子的女孩子比较可爱?或者游戏可以在选项里让玩家自行设置又或者可以让玩家在游戏里收集衣服让进行设置之类的。
不过,最终决定权在你自己手里,我说的东西,有些你可能已经想过了,最后,如果你不嫌我啰嗦的话,我希望后续关卡可以增加一些难度以及怪物的种类,也可以设置一些隐藏物品让玩家去收集,毕竟,这些都是提升游戏可玩性的方法啊,期待作者给我的回信ING。
作者不是想把裙子改燈籠褲 而是本來就燈籠褲了w
比較多人希望的是把燈籠褲改成一般內褲(゚∀。)
原来是这个样子,不好意思,我误解了。
非常感謝鼓勵呀!!
其實我也有一直在考慮是否將遊戲拆開來賣,也許完成到某個程度的時候吧!!感謝意見呀XD
過了許久再回來看 突然想問一下作者你心裡有沒有一個底?
大概幾年會完成這款(゚∀。)?
然後內褲部分再次建議你可以用另外方式添加 如果真的無法直接上只能用燈籠褲的話 因為我其實不太喜歡燈籠褲(゚∀。)
就好比一些r18的都另外放補丁這種方式
希望是明年能完成,但不敢保證QQ
燈籠褲還真多人反應,這部分我我會再考慮看看的@@
我就知道燈籠褲不少人不太喜歡wwwww
雖然有些人應該是喜歡燈籠褲的 但大多人的喜好應該是不太喜歡的
其實問時間只是怕說 有些遊戲製作太久後熱度會大降
回來看是因為看到你那個巴哈的創作大賽有投稿(゚∀。)
之後能完成上市前應該會嘗試看看宣傳XD
Like I said on Steam, you need to balance this game A LOT. The boss fight is nearly impossible, you don't deal enough damage, the boss deals way too much, your magic chargesup too slowly, most of his attacks you can't dodge, and when you get hit, and he spams more attacks on you as you can't move? none of that is good.
I started off loving this, and now I hate it with a passion.
#1 on your list is to fix the balancing issues, the game is sad to play like this.
The game's balance needs adjustment indeed.But I still want to say that you play this game like Caixukun.
i don't get the reference.
Thanks for your feedback!
I will try to adjust!
good game with a great graphic and gameplay, the animation is really smooth and the main character is super cute!!! OwO . i hope the game will have a great story too in the future release, it would be awesome!!.
can't wait for the full version :)
Thank you very much!
Absolutely adorable, can I take her home? = 3=
XD
Hey, Here's my coverage it's a nice game
I feel like you should focus on changing many thing before the release, especially the boss room was way too glitchy. If you are planning on releasing review keys let me know there's the best place to ask for one ;)
Thank you very much!
I will try to adjust again!
Looks lovely and the gameplay mechanics are solid. I wasn't expecting the boss to be so challenging, and it was a pleasant surprise. That said, the MP meter could be a tad more forgiving; especially if getting hit will disable the powered up staff, throwing a pretty important MP investment out the window.
I'm absolutely in love with the animations, there are a handful of details that truly sell the game.
All in all, I'm fully hooked and expecting eagerly the full release.
Thank you very much!
Really fun! All the mechanics are very smooth and work well. I can't wait to see the finished product!
There's a few minor issues with the English translation but it's still understandable.
Would you consider more difficulty options for future release? Normal Mode feels too difficult but Easy Mode takes the fun out of it with infinite SP.
Thank you very much!
The difficulty of the game will be adjusted in the future!
魔女很可愛
希望你們能把遊戲完成
然而用鍵盤滑鼠無辦法玩這個Demo
請問你們有沒有用過鍵盤跑遊戲?
Shirt滾地,ctrl跑你要人用那隻手指按滾和跑?
我把它改成類似FPS的Shift跑,Alt滾地,Ctrl行走
然後就卡鍵了
按Shift跑了以後,要再按多一次Shift才能取消跑動,浪費氣力
間中再按Shift也不會停止移動,要按滑鼠左鍵攻擊一次
這個情況下按Alt滾動也不會滾,完全操作不能
間中出現完全相反的情況,按Shift也不會跑整個操作都很遲鈍
感謝呀XD
我自己平常是用鍵盤滑鼠在測試@@
衝刺的時候可以不用按住Ctrl,所以也是可以在衝刺時翻滾!
感謝建議呀~我會再研究看看的!
因為我是按著shift控制是是跑行,有按就跑,沒按就行路
而是按一下就放開讓她跑,再按Shift取消跑…這也太也遲鈍了
单击shift翻滚,长按跑?
Is it in english?
English included.
终于通关了QWQ,咱为什么要选普通难度而不选简单啊,打了一下午。
(因为咱贱,并不!)这里提几个意见,
首先,请务必将起身动作做短点,或者把boss 的攻击频率弄小点QWQ
(你能体会到每次刚起身就又被打趴下的菜鸡的绝望吗QWQ)还有,请务必也削一下boss转圈圈的那招,两次伤害,咱每次都是躲过第一次被第二次打趴了o(╥﹏╥)o
然后就是人物跑的问题,人物跑的时候跳起来按下 A / D 就感觉像在平移。
感謝呀!!建議跟平衡問題我都會參考看看的XD
再steam上玩了兩周目,想提一下一些希望可以修改的地方
以下都是以Xbox one搖桿來說明
第一
個人感覺小跑→大跑的不夠明顯
打王先用詠唱魔法把boss打到停頓,再跑上去拿杖敲
有時候會看不太出來有沒有跑
我認為其中一個原因是搖桿往下按這個動作不夠直覺
可以透過修改按鍵方式來解決
比如類似像魂系列那樣
按住B是跑步
輕點一下B是翻滾
這樣跑步走位的同時也可以快速直覺地閃躲
第二
搖桿在開啟選單的時候會跑出滑鼠的鼠標
而且鼠標居然受右搖桿的的控制
除了擋住畫面以外有時候會點錯選項
而且就算沒有動右搖桿也容易因為鼠標出現的位置,而自己點到奇怪的地方
希望可以在用搖桿的模式下,有動到滑鼠時再出現鼠標就好
第三
魔法全開後,雷魔法那個視野放太大了
雖然知道那是因為攻擊距離的關係,但一下放這麼大有點暈
除了縮小魔法放大的差距外
我覺得可以改成自己選定畫面大小
比如按下右搖桿來切換1、2、3段
就像第一人稱射擊遊戲裡狙擊槍常用的方式
然後其他方面
個人感覺可以把吸收陣放在一周目,讓第一次體驗的玩家比較容易了解特色玩法
玩二周目重複按X鍵不能斷詠唱,不知道是不是個案
黑魂玩多了希望可以跟女神像互動,像是坐火...沒,沒事
黑魂玩多了每次喝水都會按到詠唱
黑魂玩多了...etc
總之,這是一款很棒的遊戲
不但刺激好玩、人物可愛、音樂也很好聽
我的錢包準備好了
第二點只要不是用右類比搖桿去控制,游標應該會自動消失才對?@@
其他建議我都會參考看看的!!大感謝XD
真的假的…我不管是steam版還是這邊下載的,只要按選單出來游標就會出現欸
還是說會出現後才消失?
在選單中不動滑鼠或是右類比搖桿,然後只要偵測到十字鍵或是左類比搖桿去控制,游標應該都會自動消失才對@@
不過也有可能是遇到BUG?我會再觀察看看@@
I loved the demo! Can't wait for the finished product, keep up the good work!
Thank you very much!
我覺得跟其他高難度遊戲不同的是這遊戲比較像節奏遊戲,像翻滾的無敵跟魔法吸收陣這種可以完全免傷的設定,只要抓好時機甚至可以用法杖互敲,這時走位和場地的應用顯得無用武之地,以黑暗靈魂來說,你翻的位置不對照樣被怪敲,而諾貝塔不管怎麼翻都有無敵時間撐腰,就算動畫顯示穿過去也不會有傷害,我覺得這是兩者最大的差別,或許可以用瞬間移動或開傳送門等方式來進行長距離閃避,以此增加遊戲難度,不然以我個人的觀點來看翻滾無敵這點會讓遊戲難度下降很多,不過這遊戲特效做的很棒玩起來很有感覺
感謝呀!!建議我都會參考看看的!XD
您好,尊敬的作者,前段时间再次通关了几次demo,想提出一些建议
之前是在这边下载的demo版本,然后在steam看到后换成了steam版本,在steam上是有一个抢先开玩的测试模式的,作者可以先放出游戏以供下载和付款,价格会稍低于正式发售时的售价,这样的话如果您的资金不够充裕的话也能方便支持。
其次在一些粒子特效出现后会有明显的掉帧,在中间长廊落雷的那一段尤其明显。
还有就是关于魔法体系的,感觉各个法术体系还是不够完善,就是花样太少了,一般战斗内还是要以近战为主(可能是还没有做完吧)。
再者就是各个法术之间的特色,感觉并不是很明显,其实我觉得现在的已经凸显出来了一部分特点,需要再加强一些,可以参照FPS游戏里各种枪械的定位来做。
还有就是关于战斗方面,如果是打算走soul like这样的游戏的话,感觉boss的智商还是不够高,有些释放技能的判定很迷(指boss)。
最后有个个人的想法,不知道作者您有没有玩过《DOTA2》这款游戏,里面有一个叫祈求者的英雄,他有着冰雷火三种元素,通过元素融合可以获得不同的技能,例如火火雷可以召唤一颗陨石,我觉得类似这样的元素融合的技能放进游戏,一定能增添许多的游戏性吧XD。(法术流和法术增强肉搏流)
你說的搶先體驗其實我有考慮過,我是想如果明年真的做不完也許會先用搶先體驗吧XD
優化跟建議的部分我都會參考看看的!!感謝呀XD
我倒是觉得这个魔法体系很棒,激活咏唱时角色的攻击和闪避可以缩短咏唱时间,这样就将近战与魔法相互联系成了一个紧密的系统,而不再是局限于近战回蓝蓄力攻击这样的设计。而且咏唱完毕后会对近战攻击产生加成,之后甚至可以出一些道具装备来对这个咏唱完毕后的魔杖充能状态产生加成。感觉这是个上限很高的系统
It is wonderful that Nobeta's animation is cute.
(For example, Fall down animation when stamina is low)
So I want more Nobeta's animatinos.
(For example, idle animation when HP is low)
Thank you very much!
I will refer to your suggestion!
破關測試了一會,說說自己意見
可能作者你的本意是想弄成hardcore,因為我覺得角色的動作僵直很大。尤其倒地時有約2秒不能緊急回避,接下來王的攻擊接近必中,連擊的話血減好多
而且王的動作偏快,判定也很大,像那招衝刺再回旋斬,試過向不同方位回避,但10次有7,8次都回避不了
操控有點不順,主要是跑步(不是指起步慢,是按了沒反應還是在慢跑狀態),3次中約有2次沒反應,跑步鍵和連按方向鍵兩種也一樣
另外有些建議
1. 蓄力攻擊不用儲滿就能攻擊,而傷害與蓄力程度成比例,因為其他元素魔法蓄力時經常被斷技,很少出到蓄力攻擊。如果想取消施法的話再按施法鍵就好,也希望隨時能取消施法以便切換魔法
2. 按數字快捷鍵不是直接使用而是先選擇物品(因為玩其他遊戲比較習慣),然後再按1次該數字鍵/使用鍵使用,不然在設定給玩家選擇也可以
3. 跳過劇情鍵可以再方便一點(例如按ESC之類)
還有發現些bug,雖然應該有人回報了
1. 從高空落下時向部份牆壁按住向前鍵會卡在牆壁上
2. 用冰魔法的蓄力攻擊而沒目標時,範圍會落在自己而非瞄準位置
3. 用火魔法的儲氣攻擊擊殺自己,在死亡的慢鏡時用一下二段跳,倒地後再用緊急回避,便會進入0血的無敵狀態。然後可以攻擊怪但怪不會追蹤和攻擊,使用回復石會恢復正常。但如果無敵狀態時擊破了屏障機關,不會觸發劇情(即使之後恢復血量),儲存的話應該會卡死了
4. 視窗化時,有時滑鼠鼠標跟遊戲指標位置不同
不管怎樣,對這遊戲的期望很大,等在Steam推出時購買支持
关于动作僵直,倒地以及被击飞时都是可以用回避来进行受身动作的(但不是马上就能按,短时间内无法操作)
关于回避,熟练BOSS的攻击节奏和前摇之后,并不是特别困难。
Ctrl疾跑貌似要在前一个动作结束之后按才有用,且只能按一次,再按一次就是从疾跑变回慢跑(这个设计貌似就是让你不要乱按)预输入没有太大效果。
关于蓄力攻击,在咏唱的同时合理进行回避和普攻是可以不耗蓝加速咏唱的,另外魔法吸收阵就是用来加速咏唱读条和控蓝的。如果不蓄满就能攻击的话那不是除了冰元素之外的其他带击退效果的元素可以把BOSS控得毫无还手之力?除非设计成不是满蓄力就没有攻击控制效果或者多段蓄力,每一段的伤害和效果不一样的那种。
其他就没啥了,以上。
動作僵直主要是指體力條耗盡時絆倒的那個動作(可能我在王身邊繞太久),雖然說是掌握不當的懲罰,但無法行動的時間稍稍有點長,至於其他倒地動作沒太大問題
回避方面我在遠距離大多都回避到(除了我上面說的回旋斬,大概時機不對),但近戰時越難走出判定範圍和回避時機越短
跑步應該是我預先按住跑步鍵所以沒效,如果作者能給設定就好
蓄力攻擊可以弄成蓄滿才有額外高傷和擊退效果
感謝!我會再想想看如何調整XD
如果是倒地或是擊飛中狀態被敵人攻擊到,其實會有減傷效果。XD
感謝建議與Bug回報呀!我會再調整看看的!
原來會減傷啊,不過還是有點痛(尤其這只是normal)
一下連擊好像沒20血左右,100血來算已經是2成
我可能搞錯你的意思~如果是跌倒的話就沒有減傷XD
而如果是擊倒的話傷害會變成原本的5%
關於陰影(建模?)不是弄得很好![](https://img.itch.zone/aW1nLzIwMzQxODQucG5n/original/JYx%2Faz.png)
其實我自己也不太確定還是我電腦爛
黑色模糊地方在很多地方可以看到,像是火魔法炸到藍色水晶;BOSS開了地洞,下面的牆壁也有這種情況
別太在意我的用字,中文不是我的主語
Thank you very much for your feedback!
我未來會調整好畫面的渲染效果的!!
关于战斗部分我做了一期技巧讲解的视频,里面也有核心战斗玩法和进阶技巧:
https://www.bilibili.com/video/av49876093
CD继承是个非常实用的技巧,能提升不少操作空间,不管是不是BUG,都挺希望这个在正式版能保留下来。
A! SDL! WSL!
有夠猛的XD
不過CD繼承這個之後會修掉機率還是滿大的Orz
Σ(  ̄□ ̄||)...CD法只是提升了短时间内的爆发,毕竟蓝量只有那么多吖。如果修掉的话,是不是单元素来回切CD被固定下来,但不同元素可以连续放呢?
簡單模式的藍是無限的XD
應該會變成每個元素的CD各自分開算,切換元素後會顯示當前元素的CD。
Σ(゚д゚;)我好像忘记了简单难度......
了解啦!你怎么做,我就买来怎么玩,不挑。
沒有第二關打我要死了
我會努力的XD
大概什麼時候有下一次更新。我已經屯了7個大回血水晶了。現在打第一關BOSS站擼我都不虛。能拿法杖祂打我一下我打他一下打死他。。
抱歉!Demo版本的部分應該是不會再更新了!我會衝看看能不能在2020內完成QQ
加油
服のカスタマイズを希望します
追加しますけ?(* ' 〰')
Thank you very much for your advice!
1.希望衝刺可以改成可選 開關式(按一下衝刺模式 再按一下走路模式) 或 按壓式(按住衝刺 放開走路)
2.滑鼠可以改成 平時左鍵是揮杖攻擊 按住右鍵瞄準的同時左鍵變為射擊 這樣比較直觀
3.可以稍微提高近戰的魔力回收效率 使風險較符合效益
4.私心希望完整版裏頭加入更多近戰模式XDD
真的是非常用心的作品,期待完整版登上Steam的一天!
感謝建議呀!!
每一項我都會參考看看的!!XD
两个BUG,这两个圈起来的地方,视角都可以卡进墙里面,可以看到墙里面的东西,这0.022版本就有了,本来想着会有人反馈的,没想到0.03还有这个情况哈哈〜虽然这个错误没什么大影响\(¯▽¯)〜
还有一点就是在群里面讨论的,打序章老板用魔法阵光特效有点高,不怎么看得清敌人动作;锁定敌人的图标有点点大;还有说伤害显示数字有点大(不如添加个伤害数字显示开关);冰元素魔法打击音效有点乱耳(就是吵)【真是挑剔(Y▽¯)
我倒是不挑剔的,可爱就完事了,诺贝塔赛高!!!!!!(*`▽'*)/
祝制作团队的各位和可爱的作者加油!出正定支持武运昌隆-以上![](https://img.itch.zone/aW1nLzIwMTA0MDgucG5n/original/%2FIkUM7.png)
感謝BUG回報與建議呀!!
未來正式版中我會調整的!!XD