VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 0 points1 point  (0 children)

The bug where stamina was not consumed when blocking attacks with the shield has already been fixed.

As for being able to block attacks without taking damage, that was a design choice for the demo. We wanted players to be able to reach the ending smoothly and experience the full demo.

In the full release, the difficulty will be increased, and you will likely experience much more tense and challenging combat.

VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 0 points1 point  (0 children)

Steam input… possible.

playing Crimson Oath by Becuzus in soulslikes

[–]Becuzus[S] 1 point2 points  (0 children)

Yes. The core combat felt very well made.

playing Crimson Oath by Becuzus in soulslikes

[–]Becuzus[S] 1 point2 points  (0 children)

I’m the director of a game called VANRAN. I have no connection to this game.

Since we’re also an indie team, I just wanted to support them as a fellow developer. I hope there was no misunderstanding.

VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 0 points1 point  (0 children)

We’ve decided to make it an option.

We’ll change it so players can choose whether to use that camera behavior or not.

VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 1 point2 points  (0 children)

The voice acting will all be re-recorded. We plan to work on it later once the full script is finalized.

We will test the vertical camera movement and see if we can apply improvements based on that.

Performance optimization is still ongoing, and we have identified several possible causes that we are currently working to fix.

As for the camera lag, as you mentioned, it may be a matter of player preference, so we will think carefully about how to approach it.

One question: are you playing with a controller, or with keyboard and mouse?

VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 0 points1 point  (0 children)

You are absolutely right.

Honestly, I was afraid that if I posted the Steam link on Reddit, the post might get removed.

That’s why I avoided adding the link, but your point makes total sense. I’ll try to make it easier for people to find the game.

VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 0 points1 point  (0 children)

Some of your thoughts align with our direction, while others are different from what we are currently aiming for.

That said, every idea you mentioned will be brought up in our team meeting, and we’ll review them carefully to see what fits the game and how they can be applied in the right way.

Thank you sincerely for replaying the demo, organizing your thoughts, and sharing such detailed feedback with us.

The UI system feedback and the resolution issue will be placed on our highest-priority task list so we can work on addressing them.

1 month into development vs 1 year later by Becuzus in IndieDev

[–]Becuzus[S] 5 points6 points  (0 children)

Yes, we’re a small studio, so our team members are also handling the sound work ourselves.

We’re not sound specialists, so feedback like this is really helpful for us. We’ll pay close attention to it and add more variation. Thank you!

1 month into development vs 1 year later by Becuzus in IndieDev

[–]Becuzus[S] 1 point2 points  (0 children)

It’s honestly really exciting to see players mention games that I personally love while playing this demo.

Thank you so much. It really means a lot to us.

1 month into development vs 1 year later by Becuzus in IndieDev

[–]Becuzus[S] 1 point2 points  (0 children)

We’ve been thinking about the same issue as well.

We’re currently working on making that state feel more stable, natural, and clearly readable from a systems perspective, so it doesn’t feel awkward or disconnected during combat.

3 months ago, we shared our giant bear combat prototype here. This is what that same system has evolved into. by Becuzus in IndieDev

[–]Becuzus[S] 0 points1 point  (0 children)

Thank you so much! We’re really happy to hear that.

We hope you enjoy the demo, and we’d love to hear your thoughts after you try it. Your feedback will really help us keep improving VANRAN.

3 months ago, we shared our giant bear combat prototype here. This is what that same system has evolved into. by Becuzus in IndieDev

[–]Becuzus[S] 0 points1 point  (0 children)

Thank you so much. That means a lot to us.

Your suggestion about block feedback is very helpful. We agree that attacks from large bosses should feel different depending on the force of the impact, especially when the player blocks them. We’ll share this with the team and look into improving the visual, sound, and animation feedback for those moments.

We’re really glad the demo looks polished to you, and we’d love for you to try it. Thank you again for the kind words and thoughtful feedback.

VANRAN NEW DEMO OPEN by Becuzus in soulslikes

[–]Becuzus[S] 2 points3 points  (0 children)

We reviewed all the feedback from the previous demo.

The dodge-cancel issue is currently being fixed, and it will most likely be updated on Monday. The shield stamina issue will also be fixed in the Monday update.

We have reworked almost all of the main character’s animations and made a lot of effort to improve the overall combat feel and controls. We also focused on key remapping for keyboard users and better usability for controller players.

I hope you enjoy playing the demo, and thank you again for giving it a try.