REPLIK - DEMO
A downloadable prototype
Welcome to the REPLIK - DEMO
You can try out 3 weapon movesets and fight 4 difficulty levels of 1 enemy.
Here is a quick overview of the controls and additional features that are contained in the Demo:
There is much more to come and we plan to keep everything free as long as possible so subscribe and look forward to more improvements.
And please comment any feedback you have, we are continuously working on improving the game.
Updated | 5 hours ago |
Status | Prototype |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | Goeddy |
Genre | Action |
Made with | Unreal Engine |
Tags | 3D, Fantasy, Prototype, Singleplayer, Souls-like, Unreal Engine |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller |
Download
Download
ALS_Combat_Demo_Legacy_2025_07_20.zip 424 MB
Install instructions
Unzip the folder and run Travel.exe
You probably need to start it twice, sometimes it crashes the first time.
Development log
- ALS Combat Demo is now REPLIK - DEMO!5 hours ago
- 2025 Development Update97 days ago
- Update 2.2 Reworked AIJan 28, 2024
- Update 2.1 Quality of LifeJan 22, 2024
- Update 0.2 Parry Rework & MoreJan 08, 2024
- ALS Combat Demo Movement Feature Deep DiveAug 31, 2023
- The FutureAug 02, 2023
- Tune your Screenshake!May 06, 2023
Comments
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Dude this is like a Class S ranked movement and attacking system!!!! Are you making a game with this combat system??? Because if so, I would LOVE to see it happen!!!!
thank you for the kind words :) I am indeed making a game with this.
progress is slow but steady I post more frequent updates on the youtube.
Hey I recently just re discovered your work, I remember watching these videos ages ago but I had no intent of making games at that point, but now I'm really eager in using this system to level up my knowledge of game development and hopefully create a game! If their is by any chance some way I could get access to these project files, I would be more than happy for you to email me. I would gladly pay you or work out a deal on what price would suit you best. Please let me know
@webby.studios@icloud.com
Even if their is just a small chance your able to help me it would really mean a lot
sorry about the long radio silence, but I'm still working on the project.
so I'm sorry I can't just give the files away. I might update the youtube channel soon with some educational videos though.
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.