Hello, I currently working on a fighting game using IWALS. Was wondering if I could connect with you on Discord and pay you for consultation or even integrate this system into our game. Please do get back to me, I'm 100% committed to this project and would love to show you what stage we are at.
Hi! Greates thing i've ever seen! But I have a question. Did you make the animations yourself or did you use ready-made ones? If the second, could you give a link to the source?
good job! I think a good feedback would be to add a big stagger for landing a deflect at the end of an enemy combo string, giving you time to punish, I also believe the camera should be offset a bit more so the player never obstructs the target, And locking my rotation during an attack doesn't feel great, especially considering you can't cancel your attacks as far as I could see. but yeah, as someone who's currently developing their own third-person game with combat, this gave me a lot of inspiration!
thank you for the feedback. the player obstructing the view is definitely an issue thats a bit tricky, i try to minimize the sideways rotation of the camera since then you get a bit of a disconnect between the player movement direction and the analog stick direction. if i just zoom out the camera i kind of loose that cinematic feeling. also 100% agree on the parry, it feels not very rewarding right now, but i am working on implementing a better one that will also disrupt the enemy attack chain. and the attack cancel is also on the todo list x) good luck with your project as well!
As a fellow developer, I loved the gameplay. I just happened to create something similar so I might have some insight for you to make this project as flawless as possible. The first thing that I noticed was at PC when I pressed the X key, I fell down into the ground probably not a big thing but maybe you haven't noticed. Blocking needs to improve but I guess you are already aware of that. The Dodge mechanic is a little too fast and feels a little unnatural to me, maybe you can try to replicate the Assasins's Creed Origins mechanic for dodging. You can do unlimited jumps and fly in the air that's a thing. Attack animations are really impressive solid work on there. And I noticed a little thing you did with the auto look at the enemy when you reached a certain amount of distance and loved the idea very well put. I hope I am not being too negative and would love to see this as a full game. Wish you good luck with your developing adventure. Have a good one !!
Thank you for the detailed feedback :) I am aware of all the issues mentioned but that you bring them up is still a good sign for me because (I hope) it means that there was nothing else wrong with the core mechanics that annoyed you more then those issues, and I always appreciate it when people try to experiment and then find those hidden mechanics/bugs. I am indeed currently in the process of completely reworking the blocking & dodge mechanic. I do like the feel of the current dodge but it is just too powerful and encourages a very dodge heavy style of fighting that is not really intended.
Exactly, like I said core mechanics was pretty solid and expandable. About the dodge, it kinda reminds me of Souls games so it was pretty cool just maybe stamina-based dodge or with a delay would make it perfect I would like to see you succeed maybe we can get in touch from time to time, and have a chat about the mechanics. For now good day and have fun!
It feels soo good, I don't know what exactly to improve here, maybe some clunkyness when blocking, but man what a gem! I'll definitely keep this on my radar.
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this project is so cool! is there any way i can get the project files? i'm interested in experimenting and developing this system.
sorry currently no
if you need a sound, lvl or a game designer - text me)
Hello, im Tom and working in UE5 / Blueprint on a Soulslike Game .. if you want we can connect via Discord :) greetings from Augsburg / Germany
turritom
Hello, I currently working on a fighting game using IWALS. Was wondering if I could connect with you on Discord and pay you for consultation or even integrate this system into our game. Please do get back to me, I'm 100% committed to this project and would love to show you what stage we are at.
Discord: #jy7554
Email: info@jonathanyeras.com
Hi! Greates thing i've ever seen!
But I have a question. Did you make the animations yourself or did you use ready-made ones? If the second, could you give a link to the source?
I used a couple, mostly Frank Slash Pack, Greatsword Animset Pro and Kubold Longsword Animset Pro. You can find them on the Unity/Unreal Marketplace.
Great work man. I've played and everything looks perfect. The movements are amazing.
Thank you :)
good job!
I think a good feedback would be to add a big stagger for landing a deflect at the end of an enemy combo string, giving you time to punish,
I also believe the camera should be offset a bit more so the player never obstructs the target,
And locking my rotation during an attack doesn't feel great, especially considering you can't cancel your attacks as far as I could see.
but yeah, as someone who's currently developing their own third-person game with combat, this gave me a lot of inspiration!
thank you for the feedback. the player obstructing the view is definitely an issue thats a bit tricky, i try to minimize the sideways rotation of the camera since then you get a bit of a disconnect between the player movement direction and the analog stick direction. if i just zoom out the camera i kind of loose that cinematic feeling.
also 100% agree on the parry, it feels not very rewarding right now, but i am working on implementing a better one that will also disrupt the enemy attack chain. and the attack cancel is also on the todo list x)
good luck with your project as well!
As a fellow developer, I loved the gameplay. I just happened to create something similar so I might have some insight for you to make this project as flawless as possible. The first thing that I noticed was at PC when I pressed the X key, I fell down into the ground probably not a big thing but maybe you haven't noticed. Blocking needs to improve but I guess you are already aware of that. The Dodge mechanic is a little too fast and feels a little unnatural to me, maybe you can try to replicate the Assasins's Creed Origins mechanic for dodging. You can do unlimited jumps and fly in the air that's a thing. Attack animations are really impressive solid work on there. And I noticed a little thing you did with the auto look at the enemy when you reached a certain amount of distance and loved the idea very well put. I hope I am not being too negative and would love to see this as a full game. Wish you good luck with your developing adventure. Have a good one !!
Thank you for the detailed feedback :) I am aware of all the issues mentioned but that you bring them up is still a good sign for me because (I hope) it means that there was nothing else wrong with the core mechanics that annoyed you more then those issues, and I always appreciate it when people try to experiment and then find those hidden mechanics/bugs.
I am indeed currently in the process of completely reworking the blocking & dodge mechanic. I do like the feel of the current dodge but it is just too powerful and encourages a very dodge heavy style of fighting that is not really intended.
Exactly, like I said core mechanics was pretty solid and expandable. About the dodge, it kinda reminds me of Souls games so it was pretty cool just maybe stamina-based dodge or with a delay would make it perfect I would like to see you succeed maybe we can get in touch from time to time, and have a chat about the mechanics. For now good day and have fun!
212753
It feels soo good, I don't know what exactly to improve here, maybe some clunkyness when blocking, but man what a gem! I'll definitely keep this on my radar.
thank you for the kind words and the suggestion, blocking definitely could be a bit more responsive and give a little more noticeable feedback.