Feedback Vearo (V14) Action/Adventure (Inspired by Hyper Light Drifter) [DEMO] [DISCORD]

Discussion in 'Work in Progress' started by Tayoyo, Sep 6, 2017.

  1. Tayoyo

    Tayoyo Member

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    Check out my Discord, this is where you can talk to me and give me feedback, or post your fanart!
    Check out my Twitter, this is where you can see my updates as soon as they happen, and maybe see some of my unfinished work
    Check out my YouTube channel, this is where I post all my update videos

    UPDATE #14 is here!
    Update #14(July 8, 2018)

    What I did over the past week.

    -Changed the dark green sword to a dark redish purple

    -Made the dark blue sword a little lighter

    -Made the pink sword white

    -Made the lighter green sword a little lighter

    -Finally eradicated the infinite fall glitch. It was strong, but I finally prevailed. Now you won't spawn close to where you fell off the edge anymore but you can no longer fall forever :D

    -Made it so the player doesn't create blood splats or blood particles when taking falling damage

    -The player now takes 17 damage from falling instead of 10

    -Diagonal ledges seem to be working a bit better now

    -Added in animations for falling in all directions

    -Made it so walking diagonally off a cliff keeps you're momentum going

    -Updated the banner and avatar for my youtube channel

    -Updated the signature for my GMC account, and changed the avatar

    -Made the freezeframes a 45 milliseconds shorter

    -WHITE & NAVY BLUE CLOAK : Energy does not recharge on it's own, dashing & slashing do not requires energy, slash enemies to regain 5 energy

    -BROWN CLOAK : Reduced fall damage, projectiles deal 5 less damage, can knock back projectiles without spending energy (slashing still takes energy though)

    -BLUE & BROWN CLOAK : Movement speed is lower, HP regenerates twice as fast, energy does not deplete from slashing

    -Changed the icon for the game to something a little better

    -Added in some of the older changelogs onto the GMC page

    -Made the darker parts of the cloak in the inventory screen change to the right colour

    -Possibly fixed a small bug

    -Made enemies less likely to get stuck because the player's coordinates were in the walls

    -Made the game start you off instantly in the first area

    -Inventory no longer shows energy or cloak I.D.

    -Fixed a bug where the player could still attack even if they didn't have enough energy
    :D
    July 8, 2018

    Vearo is an action/adventure story game taking place in a world filled to the brim with death, most of which is caused by you. Take control of an empty vessel and bring them to life as you fight your way to fix all the problems that they caused... but only if you want to...

    I was inspired by things like Hyper Light Drifter, Undertale, Adventure Time, Dark Souls, Towerfall, Overgrowth and the Last of Us and I really wanted to make a cool game so here it is.
    I have put a year in the development into this game, and now it is finally (kinda) ready to get play tested by you guys.

    I update Vearo weekly. Keep an eye out for the next update every Saturday or Sunday.

    Try the demo or watch a playthrough!


    Playthrough V.14

    https://www.dropbox.com/s/j2mbx6sas6xvwvb/Vearo v14 July 8 Demo.zip?dl=0
    Demo V.14
    -WASD to move
    -ENTER to slash
    -SPACE to dash
    -E to interact
    -I to open/close inventory. Use enter to select a sword
    -F to shoot a magic blast //Doesn't work yet
    -Up/Down to change cloak
    All of the controls are also in the game. Have fun!
    All feedback is welcome, I'd love to hear what everyone has to say, and I'll reply to every question.



    Older Versions

    -Made the health bar and energy bar percentile based instead of point based. This will allow for some new things to get added

    -Added chickens into the chicken room

    -Made it so the energy bars turn into the proper colours when you change you sword

    -Concept art for dogs has been started on

    -Completely stolen all of the assets from HLD, Legend of Zelda Link to the past and Dark souls and combined them into my game

    -Changed some of the cloak colours, removed the pure white and gross colour one.

    -Fixed a few game breaking bugs that crashed the game

    -Fixed a bug where you couldn't go back through a doorway

    -Made it so that the player can no longer interact with doors while falling

    -Added in a new enemy called the brute. These guys move slower and attack slower than regular enemies, but also do more damage to the player and have more HP. I'm gonna make these guys deflect projectiles back at you if the you try to knock stuff at them sometime later. Also, they don't have any animations(edited)

    -Fixed a bug where grunts would sometimes flash as guards for a split second

    -Fixed a bug where the health bar would be behind the inventory screen

    -Energy recharges automatically, and once it's full health will begin to regen. Energy now depletes everytime you take a hit, cast a spell, dash, perfom a charged slash or regular slash


    -Removed the heal spell, as healing is already automatic.


    -Added in a pink sword and a dark green sword.

    -Some cloaks now has passive effects

    -GREEN & GREY CLOAK : Slowly regenerate HP even when energy is not maxed out, energy regenerates slower(edited)

    - RED CLOAK : Taking damage does not reduce energy, and neither does dashing.

    -BRIGHT BLUE & PURPLE CLOAK : hp regens faster at max energy, energy regens faster at max hp, energy regens slower when not at max hp


    -Lowered the amount of chickens that are in the chicken room


    -Completely removed all chickens as they're messing with the blood particles of enemies for somer reason

    -Using up and down on the keyboard you can cycle through different cloak colours. Your cloak colour also affects the dash effect and the animation when you respawn
    -Changed the design and colours of the swords. I've also changed the inventory a little, like by animating the more detailed version of the player, which also changes its cloak colour
    -Made it so that the player cannot be hit with fireballs will falling
    -Added some more details to the last couple of levels -Fixed a graphical bug where random pixels would appear when slashing
    -Made the swords part of the cloak palette which now makes it easier to update the animations and change the colours -Town has been taken out of the demo for now
    -Added in a developer mode to make is easier to toggle things on and off
    -Now displays Vearo as program name when running the game
    -Fixed a bug where you could avoid taking damage by being hit during your attack animation
    -Fixed a bug where the player would get stuck in the "Take Damage" state randomly. It shouldn't happen anymore :)
    -Changed the look of the mages, and changes some of their animations
    -Added in a damaged state that all enemies will go into when they're at or below 1 HP
    -Added in a new enemy that is very similar to the old spear enemies. They move faster and are easier to kill, and also do less damage to the player. Also they don't have any animations, so they just slide after you in a really scary fashion
    -Made the game change log public on the discord. If you wanna know about updates as soon as they happen you can keep up to date there
    -Made mages shoot fireballs a little slower when they're damaged -Made fire balls do 1.25 damage instead of 1.00

    -Fixed a bug where blood particles wouldn’t spawn if you entered, left and came back into a room
    -Added a rough version of the town
    -Started working on the official demo levels
    -Made it so the player can’t accidently dash over small platforms
    -I've fixed a few colouring issues on the title screen
    -Slightly changed the dash animation
    -Fixed a bug where the inventory key could be spammed to break the game
    -Fixed a bug where dashing into skeletons and destroying them gave you energy
    -Added in enemy spawners, that spawn in enemies in waves for the player to fight
    -Cleaned up the code to make it easier to add new things in
    -Made it so that when moving diagnoally and attacking you attack sideways instead of up or down, as the player's animation showed them running sideways
    -Fixed a bug where that breaks the game when loading a save
    -Fixed a bug where the player would run on spot while in their inventory
    -Fixed a few bugs with the enemy A.I.
    -Added in a few new sound effects
    -Improved the code for dialogue, making it easier to add new characters
    -Added signs which the player can slice
    -Added weapons that the player has to pick up and then equip to use
    -Changed the look of the sword icons, but haven’t changed the player icon in the inventory. I’ll do that when I’m happy with the design, but until then they won't match up

    -Loading and saving mechanics now works
    -Improved room transition effect and added a walking animation
    -Dashing now doesn't instantly come to a stop. There is a bit of a slowdown at the end.
    -Changed the look of the energy and health bar
    -Max energy now starts at 10 instead of 8
    -Max energy can be increased to 12 -Max health can be increased to 6
    -Health no longer is instantly replenished when healing
    -Healing now costs 4 energy instead of 3
    -Added a small effect that shows where the player is even when they're behind walls.
    -Fixed a bug where the vignette would show up in the death animation
    -Screen shake has been greatly improved
    -Every sword now has a slightly different sound effect
    -Changed sound for footstep
    -Enemy AI now has path-finding. I'm still trying to work out some bugs, but it works pretty well for the most part.
    -Improved the look of the inventory
    -Added money into the game. Every enemy in the game gives one gold coin upon death.
    -Fought a huge war against the bug overlords. The saving and loading systems allowed a lot of bugs to sneak into the game, and I'm still trying to fight them off.
    -Blood splats can now face any direction
    -I added a vignette effect when low on health
    -Did more concept art and story writing
    -I finally found a title screen look that I like
    -Animated the title screen
    -Finished the "press enter" easter egg. Since there is no saving, it has no effect when you restart, but that will change once I figure out how to make the game save your mistakes :D
    -Made music for the title screen (i was getting bored of the last song anyways)
    -The energy bar now changes colour depending on the sword that you choose. Later on, the each sword will also have a special ability tied with it

    Please give me feedback and your thoughts, I'd love to hear them!
     
    Last edited: Jul 9, 2018
  2. dannerz

    dannerz Member

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    I like what i saw on the youtube vid. I have not played it yet as i am at the library and no downloading.
    I hope that you continue with this game and complete it.
     
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  3. Kerv

    Kerv Member

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    Got destroyed by mages. Realised you can knockback fireballs with attacks. Got destroyed by mages. Haha.
    Very cool so far. Only issue I had was pressing 'M' too many times, which I assume is a debug thing anyway.
     
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  4. ReidDC

    ReidDC Member

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    good start! I liked it! No bugs as far as I could tell, or problems mechanically. I't has a learning curve for sure, but that's not a bad thing.
    keep at it!
     
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  5. Tayoyo

    Tayoyo Member

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    I use "M" for getting through rooms faster, and I forgot to remove if from the demo.
    Any ideas for the game?
     
  6. Tayoyo

    Tayoyo Member

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    Tell me when you play it! :D
     
  7. Kerv

    Kerv Member

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    I think the main character should move faster. The dash thing helps, but in general he feels a little sluggish.
     
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  8. BaBiA Game Studio

    BaBiA Game Studio Member

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    That was my thought when watching the video. The dash is fine, but the normal walking/movement speed is just a little bit slow.
     
  9. Tayoyo

    Tayoyo Member

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    I'll work on it :D
     
  10. Juju

    Juju Member

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    I like the arrow attack a lot, but I think the bullet reflect skill might be too powerful.

    Good luck with your game!
     
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  11. JackTurbo

    JackTurbo Member

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    Big praise right there, from one of the HLD team no less!

    Anyway, I had a play last night. It plays really well but I wasnt a big fan of the controls personally.

    I don't know how HLD mapped to keyboard and mouse (I played exclusively on gamepad), but I personally would prefer using mouse buttons to attack and the mouse to free aim ranged attacks. But that being said, I've never been a fan of exclusively keyboard based controls.

    Following up on what I said in your other thread, I really think you have potential here but would love to see it move away from being just a HLD clone. Maybe you should have a think about other themes? - like I could really see this working as a strong foundation for a game based around something like Norse mythology - like the saga of beowulf perhaps? (which is public domain btw).
     
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  12. sp202

    sp202 Member

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    Haven't played it yet as I think I'll wait for the next update once you've implemented the feedback you've already received. Judging from the trailer alone, your mechanics are very similar to HLD as well as the aesthetics, an impressive first game all in all, but the audio is letting you down.

    The sound effects you've got at the moment are very generic video-gamey sounds and the music is lacking heart. Audio is often overlooked and is probably the toughest aspect for a lot of game devs so you're not alone. I think you're aware of the issue judging by the game description, but what I'm telling is you is that you should actively look to improve that side too as it heavily affects the perception of the game.
     
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  13. Necavare

    Necavare Member

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    Havent played it but based off of the video it looks really good. I hope the game goes well for you.
     
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  14. NightFrost

    NightFrost Member

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    Judging by the vid the reflect is always sending right back at the attacker, which is not how it worked in HLD. Way too powerful as it is implemented now, giving guaranteed kills with little risk.
     
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  15. Tayoyo

    Tayoyo Member

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    Update 0.2 has come out!
     
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  16. Malachai55

    Malachai55 Member

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    I'm glad to say the demo is great and I look forward to the full game! :)

    Side note: There is a bug at the end of the demo where on the last hole you cross with the dash ability, you can get stuck in an infinite fall loop and pretty much never escape (I managed to get out just before dying). I tested this a few times and ended up with the same result, just so you know.
     
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  17. Tayoyo

    Tayoyo Member

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    I'll work on it :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D:D :D :D :D :D :D :D :D:D :D :D :D :D :D :D :D:D :D :D :D :D :D :D :D:D :D :D :D :D :D :D :D
     
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  18. Tayoyo

    Tayoyo Member

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    Update 0.3 has come out! Tell me what you think about it!
     
    Last edited: Sep 17, 2017
  19. newtinn

    newtinn Member

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    Hey Tayoyo! I love the look on the game an I think I am going to do a small youtube video on it!
    Thanks.
    Matt :)
     
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  20. Tayoyo

    Tayoyo Member

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    Thanks!. Send me a link so I can watch it when you do! :D :D
     
  21. Viper

    Viper Member

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    I played it. :)
    First, I did not read the controls that are written in the spoiler before playing the game and I found it difficult - it took me much time to find out how to open and 'read' the book placed in the first room. I kept dying at the level with a mage and the hole I had to jump over, all over and over on just one hit/fall, always having to wait for 'death-animation' to pass whenever getting once hurted, which almost made me rage-quit. :p
    Second, I don't like the bow-system. You should be able to move, but slower, when holding the bow. It's also annoying when you get hit by anything and lose the bow | when you are aiming the enemy from the distance and all it does is standing and staring at you.
    Third, dash should charge some energy. As well, energy should regenerate itself alone with the time.

    Other than that, I won't judge. Good luck with the game, overall, I liked it! :)
     
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  22. dj_midknight

    dj_midknight Guest

    Looking good so far. Id say excellent quality at this point. Follow the advice given above and you could have a winner on your hands.
     
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  23. bochap

    bochap Member

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    Woow! I think is amazing. Maybe looks too similar to hyper light dryfter, more fan made than a inspired game. But looks amazing. Congrats!

    I have just one opinion. The ability to heal yourself do easy the fights, and if i remember, in Hyper Light Dryfter, doesn't exists. Maybe, you can change that for an consumable
     
    Last edited: Sep 19, 2017
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  24. Tayoyo

    Tayoyo Member

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    In HPL healing is a consumable. I'm trying to move away from HPL as much as I can, so I made the healing a bit like in Hollow Knight. Thank's for the feedback btw :D
     
  25. Roman P.

    Roman P. Member

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    looks good! :)

    anyone else getting batman vibes? :D
     
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  26. newtinn

    newtinn Member

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    YAY! :D
     
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  27. Morendral

    Morendral Member

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    The game wouldn't have been as difficult if you healed yourself instead of running around with one hitpoint. He clearly explained in the controls what to do.

    I liked the game, but i havent played HLD, so i can't compare it to that. I think that it has a lot of potential at this point. Good luck with it!
     
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  28. newtinn

    newtinn Member

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    Sorry. I am a noob at all games and don't bother to look at controls.

    I should probably do that.
     
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  29. Tayoyo

    Tayoyo Member

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    I loved this! I'm really glad that you like the music, and I'm already working on some changes off of your gameplay. Expect the next update to hopefully make the game a little easier to learn! :D :D :D
     
  30. Tayoyo

    Tayoyo Member

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    Update 0.4 is here! Come check it out! This is the build of the game that I'm sending to the GDWC!
     
  31. Tayoyo

    Tayoyo Member

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    What gave you batman vibes?
     
  32. lolslayer

    lolslayer Member

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    Very interesting, but it's so obviously inspired by HLD, even the art resembles xD

    But it looks pretty good, it also has a punch to it when fighting that I didn't expect from a HLD clone
     
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  33. The Sentient

    The Sentient Member

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    Wow! This is actually pretty great!

    Well done :)
     
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  34. Tayoyo

    Tayoyo Member

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    Glad that you think the combat feels good. I spent a lot of time on it!

    TANKS! :D :D :D
     
  35. lolslayer

    lolslayer Member

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    You can see that yeah :)
     
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  36. CROmartin

    CROmartin Member

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    Tayoyo
    I played game and found it fun to play but on other hand there is some "unhealt" mehanics by my opinion. First of all resting mehanic feels like it punishes player to much, I would consider removing it and replacing it with energy regeneration (in slow tempo). To changing rest mehanic into passive regeneration would make sense I would rework dash beacuse it feels locked and slow by that I mean on when you atack it needs long time to stop atacking (like 1 sec in fight is long time) and you cant react quickly as it would be healty to react. I want say that you should give chance to player to dash betwen slice of sword and then dash should take some energy (like one box of energy or something). Archer stance is honestly suck and usles, but just with adding movment and 360 scoping it would be something(I have fell that you want every sprite image point in every angle while aiming, aiming with 8 images 360 scoping is just perfectly fine). I dont know where are you going with lore but be carefull to dont make Amar(is that friendly npc like that named? not sure but that dosent mather) calling his home something that seems like rocks in space for no reason. I hope that I am total douchebag in your eyes rigth now, Just kiding!! Great game, it haves potentiality and presse enter room gave me gags!!
     
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  37. Tayoyo

    Tayoyo Member

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    Thanks for all the feedback! I'll look into some of the things you said, and try and make the game better. I'm planning on getting rid of the bow entirely, and I have been thinking about changing the resting mechanic. I'll work on giving the player more freedom while attack and dashing. The reason the NPC was standing out in the middle of nowhere was because I haven't drawn him a house yet :D .Thanks very much. You've been super helpful.
     
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  38. Tayoyo

    Tayoyo Member

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    Oh hey I'm still alive!
     
  39. Rivo

    Rivo 7014

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    Oh good, I thought you died... phew
     
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  40. Misty

    Misty Member

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    What I noticed from the video is...

    The game graphics seemed very high quality, but the text graphics seemed low quality. Keep the game graphics the same, but redo the tutorial text.
    The sound quality was SFXR, redo some of the sounds and hire a professional sound fx artist.
    The skeleton did not seem "dead", it seemed like an enemy. Redraw it so it looks "dead".
    The cliff edges seemed GM5-ey.

    This is the official Misty review of your game.
     
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  41. Tayoyo

    Tayoyo Member

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    Thanks for taking the time to review my game! :D
    I do have to redo the tutorial book. I'll get started on that soon.
    I have a friend who is going to help me with the sound effects and music, so hopefully it should all sound good
    I'll try some different skeletons to make them look deader
    I'm not very good at art. I'll see what I can do about the cliffs
     
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  42. Misty

    Misty Member

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    I disagree. Most of the graphics were good.
     
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  43. Online Handle

    Online Handle Member

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    The art style is absolutely fantastic!
    My only concern is when you slash or hit, the game seems to freeze for a second.
    It becomes even more apparent at the end of the video when there are like twenty enemies in the room.
    However you are checking for collisions or hitboxes seems to be inefficient.
    Other than that, everything else seems great.
     
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  44. Tayoyo

    Tayoyo Member

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    The freeze happening if a freeze frame that I put into the game. It helps to make the slashing feel better. I hope that I'm getting it right, and if not I'll try changing it a bit
     
  45. Online Handle

    Online Handle Member

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    Make it shorter then! To me it seemed to long, but I totally understand what you're saying.
    Then again, that's just my opinion :p
     
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  46. Tayoyo

    Tayoyo Member

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    I'll try it out :D :D
     
  47. newtinn

    newtinn Member

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    SOO here is the other gameplay of Vearo if you aren't on the discord.
     
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  48. Tayoyo

    Tayoyo Member

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    Looks awesome!
     
  49. Carloskhard

    Carloskhard Member

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    Amazing man! The game is going really well,graphics looks good but there is stuff you could improve:
    As everyone said,you should increase the normal speed of the character so it doesnt gets boring.Maker enemies move more not just shoot you standing quiet and at the same rhythmn.
    But overall: Try making your game different from HLD! As far as I've seen you've use lots of assets from the game,animations,maps...,which is not bad if they are just provisional,but if you follow like that is just going to be a poor copy of HLD.Try adding your style and changing stuff.What I'm doing with my game and I've seen working on others games like "shovel knight" or the new mario game is taking a lot of stuff from diferent games.Take what you like the most of other games and use that to improve your game,which right now is very much just a copy of HLD.
    Seriously I think you are doing a great work and if you add your story and style to this game to make it different it will be awesome!
    Try checking out "CRAWL".
    I'll be checking for updates :) Work hard!
     
    Last edited: Nov 29, 2017
  50. Spencer

    Spencer Member

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    Looks really good! Can't wait to see this project go further!
     
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