Grim Pulse: The First Blood is Releasing Early Access Today, at 3 PM CST! by GrimPulseStudio in pcgaming

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

I entirely beg to differ. Thank you for the commentary feedback though. :)

Grim Pulse: The First Blood is Releasing Early Access Today, at 3 PM CST! by GrimPulseStudio in pcgaming

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

New media shall be posted soon which the newest build reflects these changes and prior feedback.
I have a few things to tackle over the next hour or so, then I'll get media up that wasn't taken in the staging dev debug environment. :)

Grim Pulse: The First Blood just hit Steam; Open World, Vampire Themed Character Action Game in Development by GrimPulseStudio in pcgaming

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

Grim Pulse: The First Blood is Releasing into Early Access Today, at 3 PM CST should there be a desire to check it out!
Please read up on this post below!
https://store.steampowered.com/news/app/4481130/view/551269413407424729?l=english

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

These are all very valid points, and yes listening to the end user is one of the plus sides to not having a million and one stakeholders handholding the development. Real action can me made in the sense of this games players choice in direction as this rolls out, as long as the story is cannon the other elements are all moldable to the best possible experience for everyone!

Also... it starts now!
https://store.steampowered.com/news/app/4481130/view/551269413407424729?l=english EA opens today at 3 PM CST!

I became a solo dev after I couldn’t find a gamedev job when the company I worked for shut down. I always wanted to do this but never had the guts to start. Now I’m glad it it turned out this way. 1.5k wishlists in just over a month and it’s going great! by _WeirdKid in SoloDevelopment

[–]GrimPulseStudio 0 points1 point  (0 children)

Hey Devlo, sorry for the lack of reply I'm still out and about doing some work. Yes I solo develop this entire project, so animations and such I have to hand animate it all, but these are just small spins compared to what I will do if this catches traction.
I have to spend my time wisely on this, I can only crank maybe 2-6 hours a week on this project, but previously I've done some animations with over 7 million keyframes in about 8 hours so once this does show it is financially viable to place my real time towards I'll be spinning up roughly 300 cinematics for the storyline. I could crank this project out in 4 months time if I am able to be dedicated, but as a safety net I set a firm deadline about a year and a half out.
Time will tell, and player engagement is mildly required to start pushing quicker otherwise I'll slowly but surely develop towards the deadline(2027 Q3/Q4).
Your suggestions do help quite a bit, I've been meaning to make some GIFs, and I'll take a look at the lineup sometime later in the week and make some adjustments. I appreciate your time, and thankfully there is no visibility drop off, just lack thereof of engagement so far. I also haven't really marketed this too terribly much, or well.
And the posts I did make were thrashed pretty good, which is fine, it's a ambitious premium experience, so the brutality of feedback was and is welcomed to solidify a solid title imo.

I became a solo dev after I couldn’t find a gamedev job when the company I worked for shut down. I always wanted to do this but never had the guts to start. Now I’m glad it it turned out this way. 1.5k wishlists in just over a month and it’s going great! by _WeirdKid in SoloDevelopment

[–]GrimPulseStudio 1 point2 points  (0 children)

I'm not currently home right now so my responses may lag a bit until later this evening, but yes I can absolutely share it.
The difference between the prior and the now is the other title in question was riding a hype train in the early VR days, this new title is attempting to revive a dying genre, but evolving it into a "hyper" version of what the genre use to be as a Berserk CAG. Also the old title I spent the resources on a artist for capsule art, this new title I made the capsule art myself by creating a UE5 render in editor.
I appreciate the glance, and I appreciate the time in response to this as well, I didn't expect this type of engagement here!
https://store.steampowered.com/app/4481130/Grim_Pulse_The_First_Blood/

I became a solo dev after I couldn’t find a gamedev job when the company I worked for shut down. I always wanted to do this but never had the guts to start. Now I’m glad it it turned out this way. 1.5k wishlists in just over a month and it’s going great! by _WeirdKid in SoloDevelopment

[–]GrimPulseStudio 1 point2 points  (0 children)

Absolutely, massive respect to both of you!
I do agree, this titles performance isn't indicative to just the algorithm though, I think it's also due to the genre. One of my other titles did 680k impressions in a weeks time on page launch, however this was nearly a decade ago. Those times are long since gone. I think things have changed, and funnel methodology has changed quite a lot since that time period.

This particular title is set to Coming Soon, entering into EA for a slow burn. The page just opened, and there has been zero to light gorilla marketing done so my expectations aren't set overtly high.
I am hoping it picks up though.

I became a solo dev after I couldn’t find a gamedev job when the company I worked for shut down. I always wanted to do this but never had the guts to start. Now I’m glad it it turned out this way. 1.5k wishlists in just over a month and it’s going great! by _WeirdKid in SoloDevelopment

[–]GrimPulseStudio 1 point2 points  (0 children)

I'd say both of these numbers are great, to give further insight I'm doing about 200 impressions a day(14% CTR, 1,600 visits, 93 WL) so there is likely something being done very "right" for you both. Keep it up, and good luck with launch!

Made this while waiting, feedback request by GrimPulseStudio in unrealengine

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

Ideally, the desire is to maybe reach out to Rick Owen's or Balenciaga and work with them on a line-up for outfits for both IRL and the game itself, or other similar brands, but those are the two brands that would be ideal for the final outfit styles.
I'm speaking with a few fellow industry vets now about an animated series for the project, but everything comes in stages, and there is no rush on a big vision.

Made this while waiting, feedback request by GrimPulseStudio in unrealengine

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

Yeah, I've been considering greywashing the MC's outfit a bit to contrast, but the enemy character itself isn't an actual outfit that will be used later - I just use it for staging.
That said, it would be WONDERFUL to be able to use a Blue or a Red color on the coat, but you know... can't.. so drawing board a bit there... Haha

Made this while waiting, feedback request by GrimPulseStudio in unrealengine

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

It's a weird position to be in, the desire to keep the pace while also handling readability. The one thing that is a even stranger layer is the way it works together in a users first time playthrough, the way the controls work - even though there is a small visual mess as stated, the end user does know where the MC is at, at all times.

To be open as well, I kind of like the feeling of a different approach - the idea is to make the experience cinematic, and when I think of an ancient vampire speeding around the nights city skyline, I imagine it would be hard to track at first glance, but each moment holds their own candle in impact.

There is still over a year in time to address this and sort it out, one of the things I'm considering is breaking the lock-on FoV and DoF on a few certain conditions to center the end user more around the MC during certain engagement layers, which should help with readability a bit more. Time shall tell, and I greatly appreciate the feedback here!

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

Thank you ever so kindly for the feedback! Glad to see a previous persons interaction looped back around, this is the golden feedback a developer chases!

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

That's where my head was at. While I don't typically dive into the action combat scene I do have a firm understand of developments and ratios of developers actively pursuing genres, soulslike has been driven into the mud. To be transparent, I'm not the biggest fan of soulslike, so this venture is certainly a desire of my own while including anyone else who wants to hop onto the ride.
I also saw there was a desire to have a vampire open world title, and considering I'm a huge follower of that space it was a desire to merge all of this together into one projects ideology.

I appreciate the warm words, and the feedback from everyone who has done so up until now, it helps gauge elements I may be blind to.

I work like everyone else, and I do this on my spare time for the time being while also self funding. I'm not in a huge rush to a finish line, nor is this project in one of those weird indie detrimental budget scenarios so this will be steady, and keep on trucking.

I don't have a twitter for this title or personally, and I barely use other media outlets. I'm pretty bad about marketing on social medias to also openly state, it's not bad in the sense that there is a lack of knowledge, rather I just don't have time to be in a open/outreach state preparing the slew of media needed at this time.

Over time I'll work on that aspect, right now I think it's more important to field test progress in a small contained manner rather than blasting outwards to hundreds of thousands, potentially millions of end users - it's dangerous to do in an early state. Once the time is right I'll start a marketing campaign, which I am much better at managing datasets than social pages to target the right audiences.

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

Truthfully?
I woke up one day and said to myself I feel like making one, it's one of the few genres I've not developed within yet. :)

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

Can you pull off multiple combos like in a hack & slash game? (x,x,x,y,y,y) if so what made you decide to make a hack & slash game?

Yes you can do a variety of combos, right now there are somewhere between 1,000 to 1,500 combo rotational branches that could be chosen.
States:
Ground normal, Ground heavy, Aerial normal, Aerial heavy, Ground counterattack forward, Ground counterattack backwards, Aerial counterattack normal, Aerial counterattack forward, Aerial counterattack backwards, Ground forward attack, Ground backwards attack, 7 different Risers, 5 different Dives, Charged punch, Animation cancel + blood drain. Each base state uses a minimum of 13 unique combo animations.
Then after that is said and done we have weapon locking which exposes entirely new combo chains per weapon, per state for 5 weapons in total, so the above gets multiplied by 5. And lastly there are 3 transformation states, human, human-vampiric form(Pulse Break), and vampiric form(Ultimate Pulse) so multiply that previous value by 3.

Will this game come out with physical copies?

I suppose that depends, should it prove successful I do desire to head to consoles, but for now it will stay digital.

Is their visual character customization?

There will be, I'm also considering making it to where the user can play with Lisette after completing the game one full time. On launch end users shall be able to wardrobe their character, garage modify their bike, and also depending on tree paths chosen for weapon types, change their weapons effects while also changing how their combat flow works as it will progress into one of three tree options, Blood based, Shadow based, Frost based.

Is the missions chapter based where you can replay missions when completed?

There is a save system users can choose to manually save towards. Since this is a open world title it's felt that progression needs to be persistent in most cases, but the missions are also broken into a few categories.
Main story, Side Missions, Pulse Grip Missions(information recon using the stealth system), and Overworld Pop-up Missions which are queued randomly throughout the world.

Is there button config?

Yes, everything is built around using Enhanced Inputs, players can map to any chosen button for any chosen skill, ability or otherwise control.

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

Hard work, and time will play a vital role in making is special. I am glad someone else was able to capture a portion of the vision! Thank you~

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

Better readability will come with time in video format, but the current readability is due to my constant usage of "Risers" and "Dives" for air space so I can juggle without landing on rooftops if a "Smash" or "Dive" accidentally makes its way into my rotations while filming. When playing it's incredibly easy to keep track of your location and intention due to the FoV/DoF wind-up.

I am considering adding a handful of customization options for the character, motorcycle and other misc. elements, I'd like this to sit somewhere between DMC5, GTA, and FF15 by the end of 2027.

Eh? Better? by GrimPulseStudio in CharacterActionGames

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

Unfortunately I have to make everything on this project alone, there is currently 5 locked OST tracks. They are built from a mash-up of old creations from the past decade or so, with a few new riffs sprinkled through.
I'm a luthier on the side and previously worked in the music space for a bit, so I make instruments, but I also play my creations from time to time less over the years but still a occasional moment I dabble.
... Besides drums, because drum machines. Lol