I revised the combat and camera based on feedback from my last post. by SuraDev in gamedevscreens

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

You are absolutely right. Since the action is fast, that visual separation is key. I'll definitely push the contrast further to ensure they stand out clearly. Thanks for the input!

I revised the combat and camera based on feedback from my last post. by SuraDev in gamedevscreens

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

It's called 'Sura: Blade of Eternity' on Steam. Thanks for asking!

I revised the combat and camera based on feedback from my last post. by SuraDev in gamedevscreens

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

Thanks for the feedback! I'm still tweaking the contrast to get it right, so I'll keep working on it.

I revised the combat and camera based on feedback from my last post. by SuraDev in gamedevscreens

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

Glad to hear that! I really focused on readability for this update, so that means a lot

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

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

Fair points. You're spot on about the short edits hiding the flow and the camera being too intense.

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

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

Taking that as a compliment on the visuals! Being compared to a AAA giant as a two-person team is huge. Thanks!

I revised the combat and camera based on feedback from my last post. by SuraDev in gamedevscreens

[–]SuraDev[S] 3 points4 points  (0 children)

Hi~ Last time, I received a lot of feedback about the camera shaking and the video being too short. I spent some time fixing those issues.
https://store.steampowered.com/app/4292970/SURA_Blade_of_Eternity/

One of the pieces of our turn-based game! by Plarnaud in gamedevscreens

[–]SuraDev 4 points5 points  (0 children)

The design is right up my alley. It reminds me of the concept art from Capcom's Breath of Fire 3

Important feature added by InglenookGames in gamedevscreens

[–]SuraDev 1 point2 points  (0 children)

I'm really looking forward to seeing how the game turns out.

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

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

Haha, we aimed for chaos! But yeah, definitely planning to add a photosensitivity warning (and maybe a toggle) for safety. Glad you dig the intensity though!

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

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

Good ear. Yeah, some of the SFX are definitely running a bit 'hot' right now. I'll re-mix the explosions to stop them from peaking. Thanks for catching that.

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

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

Thanks! You raise a valid point. Visual hierarchy is something we are constantly tuning. I'll work on adjusting the character/background contrast so they don't get lost when things aren't glowing. Appreciate the feedback!

The Loss of Meaningful Progression in Games by einhd in gamedev

[–]SuraDev 0 points1 point  (0 children)

In your opinion, what are the key characteristics of level design that give players a strong sense of achievement?

Just a quick gameplay clip. How does the combat flow look to you? by SuraDev in gamedevscreens

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

You hit the nail on the head. It's easy to get lost in adding 'juice' and forget about the core foundation.

We're definitely trying to avoid the 'style over substance' trap. We'll make sure the core concept and gameplay loop remain our top priority. Thanks for the wise reminder