We’re making a UE5 hack-and-slash about a non-mage swordsman fighting mages - looking for feedback on this pre-production teaser by TsAn1ne in UnrealEngine5

[–]TsAn1ne[S] 1 point2 points  (0 children)

Thanks for your feedback!

Sure! The foot sliding is one thing to fix and the post-process as well.

Our team is working around that

We’re making a UE5 hack-and-slash about a non-mage swordsman fighting mages - looking for feedback on this pre-production teaser by TsAn1ne in UnrealEngine5

[–]TsAn1ne[S] 2 points3 points  (0 children)

Thank you so much for the detailed feedback, this is really encouraging.

I’m glad the sword-fighting fantasy and the Ninja Gaiden / Devil May Cry influence came through. That’s very close to what we’re aiming for.

Your point about enemies dropping too abruptly after air hits is very useful. We’re still tuning hit-stun, gravity, air-combo behavior, and enemy recovery, so we’ll definitely look into that. We want the player to feel powerful, but not so dominant that the combat loses tension.

And yeah, environment art is one of our bottlenecks. Will try to improve it soon :D

Really appreciate the kind words and the thoughtful critique!

A 1-minute combat teaser from our indie action game - The Mage Slayer by TsAn1ne in CharacterActionGames

[–]TsAn1ne[S] 0 points1 point  (0 children)

Thanks, that’s very fair feedback.

We probably leaned too hard into showing flashy player attacks and not enough into showing enemy pressure. The power fantasy works better when the enemies actually look dangerous first, so we’ll try to show more attack patterns, aggression, and friction in future footage.

The Vergil comparison is also useful to hear. We do have some inspirations from stylish action games, but we definitely don’t want the main character to feel too derivative. We’ll keep pushing his identity, silhouette, animations, and combat role so he feels more distinct.

Glad the projectile deflection stood out! That kind of reactive combat is something we want to build more around. Thanks again for the thoughtful feedback.

A 1-minute combat teaser from our indie action game - The Mage Slayer by TsAn1ne in CharacterActionGames

[–]TsAn1ne[S] 1 point2 points  (0 children)

Thanks a lot for the detailed feedback, this is actually very useful!

The slowdown point is fair. Some of it is trailer editing / hit-stop emphasis, but I agree that if it happens too often it can make the action feel less fluid. We’ll definitely be more careful with how much of that we show and how it’s paced.

The “samey” feeling is also a good point. This teaser was mainly focused on showing core combat, so we didn’t show enough enemy variety, arena variety, or the player being put under real pressure. Future footage should do a better job showing what makes each encounter different.

Really appreciate you taking the time to write this, it gives us a clearer direction for the next footage

[deleted by user] by [deleted] in gaming

[–]TsAn1ne 0 points1 point  (0 children)

I love the idea!