TunaUppercut
Neo Member
Also the rapier guy is incredible fast and can do an incredible amount of damage. He appears to be incredibly good as well.
It would be nice if they did a Muramasa DLC sized expansion for the game down the road and included any PC updates with that. Then we could get some new content for a reasonable price & get caught up with updates, and they wouldn't have to go broke doing it. I'd be down with that.
Seriously, I've bought all the Muramasa stuff and it's been awesome.
Ooooh, that looks nice. So is this game like Guardian Heroes?
Interesting game so far. Now I've only played for a few hours and I don't have that much experience but Is it just me or is Pincoya seriously top tier in this game?
"This isn't even my final form!"To me it sounds like for each mask that breaks, the Warlock will have another phase during the final fight. Which explains why he's currently a joke, it's only his first form.
From the dev on Steam:
FUCK. Welp, that was my worst fear when it came to getting the console version. And now I'm too late to get the PC version for $10. *sigh*
I still feel like it is clunky. I can do combos and throw people around intelligently and whatnot, but it just doesn't feel good. It was probably intentional pacing, but it feels all wrong to me. They could have learned a lot more from smash bros and fighting games in terms of flow and persistent control. To me its run-and-fight is even behind SotN which doesn't even really have a combat system, because all the excessive windups and cooldowns create a disconnect from play, like a flickering light or stuttering music. Interrupted enough and it just isn't enjoyable. It's also really slow paced overall, like most of the time is spent running through barren caverns trying to find the fights just so you don't fall asleep. I think Guacamelee is a good example of similar game design done way better, though it became obnoxious late-game with the different color shields gimmick.
This is exactly it. And I think it is compounded by anyone ever mentioning fighting games in the same breath as this game. Fighting games are running at a pace of like at least 12 things a second. They are very deliberate AND fast. Cancels may seem like a fighter-y thing to do, but in fighting games cancels weren't just about increasing options in the system, they were about increasing pace. Same for move buffering which goes right along with cancels. This has so much waiting involved, both to do what you have in mind for your character and for the enemies to get up or make up their mind about what to do.in an action game you should never ever have to wait for shit like that, ever. the lull it creates isn't tense at all, it's mind numbing
i kind of understand what they were going for with like a 'deliberate pace/combat' kinda deal but having fewer enemies and slower attacks doesn't mean combat is more deliberate, it means everything is moving at a slower speed which usually has different breaking points of acceptability for players.
This is exactly it. And I think it is compounded by anyone ever mentioning fighting games in the same breath as this game. Fighting games are running at a pace of like at least 12 things a second. They are very deliberate AND fast. Cancels may seem like a fighter-y thing to do, but in fighting games cancels weren't just about increasing options in the system, they were about increasing pace. Same for move buffering which goes right along with cancels. This has so much waiting involved, both to do what you have in mind for your character and for the enemies to get up or make up their mind about what to do.
Not to mention that it is so boring to watch them lay on the ground that you are mindful about what attacks to do not because of potential offensive advantage, but because you are trying to not knock them down so that the fight is more interesting. It's pretty bad when a player is limiting their own options just to be less bored, but that is certainly what I found myself doing. I may even stop setting camps because having 2-3 soldier bros helping me juggle the shit out of enemies is boring as hell. Someone in here said when you're level 40 they die pretty fast and it's more like a beat-em-up or maybe Castlevania? No thanks, the world is too boring for that.
It's not that I want them to make it more hard, per se, but I'd want them to make it more engaging. Challenge in itself does not make something fun, but I fear that's what they'll go for since it seems to be the mindset of nearly every roguelike I've ever played.
They said it is because when two players can attack attack attack, it's too easy to overwhelm the AI. I say just give the AI more tools to handle it, like roll-outs into block or attack, blocking breakouts (like critical counters except while blocking, botched timing gives the other a parry), some invincibility frames during stand-up, pop-up attacks, etc. Fighting games have covered these ideas very extensively.*There is coop, but you cant fight together or you will hurt or stun-lock each other. Why is friendly fire even in this game? Dont we have an arena for PvP? Why?
Yeah, pretty much no excuse for this. I get that they aren't making it a loot game, but if you cant hold on to it or switch to another character that can use it, why is it there at all? Either let us be able to grab a weapon to pass on one game forward, or switch character within one game. Problem of superficiality solved.*There is randomly generated loot, but it doesnt always go to your character. If you play Kat (solo), you will still find weapons you cant even use. Why?
I straight up disagree with this one. Not that the controls are wonked (well, at least not for all characters), but that there is anything ineresting happening here in terms of platforming level design. It is extreeemely bland. And so if it's going to be a boring place to explore, that shifts focus on other things, like the combat and loot. But wait, those are also lacking, so uh... progression? Well okay, but I beat warlock twice and it seems like it could take 8 or so times to destroy the mask? Do I want to run through this that many times? I guess there are some special rooms on alternate paths, but violin bro and even the mid-boss were fairly bland because you're just slapping them around like any other enemy with the boring combat system.*Platforming is solid.
Also the rapier guy is incredible fast and can do an incredible amount of damage. He appears to be incredibly good as well.
You mean the one wearing a sombrero? Yeah he's op.
I actually like using The Jackal more than any of the main characters
The mask (number 1) of the Warlock will be gone and you will see his new mask. The enemy warlock will have an extra phase, so you won't lose the opportunity to see him in his current form.
Holy shit, I just learned something about the floating enemy.It's the Warlock
Never needed. Maybe useful for vs mode, I guess? Could be better as a button like in Metroid. Orrrrr you could just do like in Smash Bros and let people attack behind them/in the direction opposite they are jumping by simply pushing the stick in that direction. It's an extra directional input, yeah, but it ends up more intuitive, faster paced, gives the player more options, ends up less complicated yet more complex on the whole.The turn rate is there so you can jump while maintaining your facing and do a backwards air attack.
Is there any reason not to fight the shopkeepers?
Is there any reason not to fight the shopkeepers?
Holy shit, I just learned something about the floating enemy.It's the Warlock
You don't seem to get anything out of it.
- Art direction and aesthetics are absolutely wonderful.
[*]Voice acting is average.- Combat is identical to Smash Brothers, but intentionally slower paced.
so has anyone figure out how to get resolutions higher than 1080p for this?
C:\Users\YourUserName\Documents\My Games\AbyssOdyssey\AOGame\Config
ResX=2560
ResY=1440
Hunkered down and played this game for about 40 minutes. Brief impressions:
- Art direction and aesthetics are absolutely wonderful.
- Voice acting is average.
- Combat is identical to Smash Brothers, but intentionally slower paced.
The most essential aspect of the game is obviously combat. Abyss Odyssey's combat seems to be deliberately paced. In fact, I think this was done purposely so that timing and landing hits on enemies is a more strategic affair. I felt as if this was a "Dark Souls-lite" when it came to battling enemies. I need to play more before making final judgments, but I actually like it for what it is so far despite its flaws.
Patch comes tomorrow. yays
Really curious to see what Nightmare mode entails. They should call normal "Dream Mode" instead of Normal
Manually edit the SystemSettings.ini file located at
Change the following lines in the file to your desired horizontal and vertical resolution (e.g. for 2560x1440):-Code:C:\Users\YourUserName\Documents\My Games\AbyssOdyssey\AOGame\Config
Code:ResX=2560 ResY=1440
Absurd Difficulty. They say its for the hardcore players that found the game easy.
I expect no Camp Tokens and enemies doing 15%-25% more damage.
Manually edit the SystemSettings.ini file located at
Code:C:\Users\YourUserName\Documents\My Games\AbyssOdyssey\AOGame\Config
Change the following lines in the file to your desired horizontal and vertical resolution (e.g. for 2560x1440):-
Code:ResX=2560 ResY=1440
no clue how i just got ghost monk.
That should allow you to sell your items to other merchants. Would actually make fighting him perhaps a bit useful.I just captured the Merchant. LOL
Never needed. Maybe useful for vs mode, I guess? Could be better as a button like in Metroid. Orrrrr you could just do like in Smash Bros and let people attack behind them/in the direction opposite they are jumping by simply pushing the stick in that direction. It's an extra directional input, yeah, but it ends up more intuitive, faster paced, gives the player more options, ends up less complicated yet more complex on the whole.