Premium Membership Required
You must be a Premium member to access this content.
Already a member? Log in here
Liked the article? Want to see more content from us? Sign up to our paid news letter for exclusive content: development updates, discounts on merchandise, and development builds of our future projects as they come out.
4 responses to “Exit 665 Development Update #12 – The game works!*** [build]”
It’s a lot more substantial than the previous build and definitely starts to feel much better to play.
Here are my observations:
Opening cutscene – Pretty cool and stylish
Items – Needs to show how many of that item we’re holding
Game over – Health can go negative during an enemy’s multi-attack
Blocking mechanic – Seems to only work on the enemy’s first attack in their multi-attack? I couldn’t block the wolf miniboss’s second and third consecutive shadow attacks (only the first one is blockable it seems). Also didn’t manage to get it work on any of Beryl’s attacks
Bolsena’s Howl – It’s not *all* enemies currently. Also being able to stack the effect is too OP pls nerf
Character shadow doesn’t appear where it should (see https://i.imgur.com/qvCNF3e.png ), creating the effect of someone chasing you in the shadows while you’re moving
Boss kill scene – Also pretty cool and stylish. Think it would be better if the knife striking her heart was on beat with the music?
Beryl boss area – I can move while the scene is moving to show Beryl, making Morgan end up facing downwards while the whole scene and the ending scene play out (Morgan is also moving towards right while walking downwards at the end)
I’m glad you’re enjoying it! We’ve taken note of the bugs, the phantom morgan issue is something we’ve encountered as well, looks like ambient lighting isn’t ‘finally’ fixed after all, very frustrating.
We definitely need the music in the Beryl fight to sync up to what’s happening, the track was made with this in mind but it’s not implemented just yet. Would be *awesome* to have dynamic music for the bossfights in the game.
Just finished the demo for the build and overall; Very cool and even more excited for the game. My only real issues were saving the game and the timing of blocks.
– Hitting continue seems to always put me right before the first talk with Bolsena regardless of when/where I save.
– Some of the timing on the blocks is kinda wonky, blocking right before or as an attack would land seems to work about ~60% of the time whereas some attacks I can tap block before it even actually goes off and it works.
That being said those feel like things that’ll get worked out in the perfecting/refinement stage. On a more positive note;
– Really digging the playstyles for Morgan and Bolsena with M being counter focused and B being more of a debuff/rushdown type. *While the howl only did one enemy at a time as mentioned previously, its better that way imo. B is big on hunting so focusing on a single target to run down feels right to me.
– The visuals are coming along great and character design is peak, gonna be hard pressed to not have Bolsena in the party constantly.
– The boss fight was sick af. Loved the sequence on the horse/bike with the counters.
– More of a sidenote, but it was/is really cool seeing characters from the older stuff like Sluggish, Stars in Her Eyes, etc. show up in the story teaser. Extremely cool.
Saving def needs an overhaul to be easy and simple. It’s not in yet, but in the room with the big lamp there’s meant to be a spot Bolsena sticks to, and you can talk to her for more information on Beryl and the ability to save by hugging her.
Blocking and attacking in general is something we’re looking at refining significantly, perhaps through heavier telegraphing of when you’re meant to be interacting and more feedback on if you’ve done it well/how well you’ve done it. It’s been pointed out internally that there’s not much feedback difference if Morgan only does ‘ok’ with his attack vs. if he lands the second hit. Perhaps some ‘ok’ ‘good’ ‘great’ style feedback, like in the mario & luigi games? We’re looking into it.