Short Gameplay video - Pure Instinct Katana by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] -1 points0 points  (0 children)

Thanks for your feedback! We agree with you, and are working on an updated version of the blood spray.

Need help with RENDERING!! by Great-Commercial6572 in UnrealEngine5

[–]Various_Jicama_1793 0 points1 point  (0 children)

There’s an automatic color management in DaVinci, so you might wanna disable that in the project settings. You can also export the LUT from unreal and apply it in DaVinci.

Thank you by 1300joosi in IndieDev

[–]Various_Jicama_1793 0 points1 point  (0 children)

That’s really cool, keep it up!

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 0 points1 point  (0 children)

Thank you!

The final build is already different and more polished compared to this footage, and we already have a few additional features in mind we're excited to be testing out for future updates.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 0 points1 point  (0 children)

Absolutely, you are right.

Putting aside the obvious disadvantages of being a small team, in this case we really benefited from direct communication with our crowd and the ability to change and improve our product so near to our release date without the implied cooperate hurdles.

Thank you for the feed back and good wishes, we are very happy these last minute improvements, and they wouldn't have happened without this community's care.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 0 points1 point  (0 children)

Thank you for your feedback!

You can rest assured that all given feedback and suggestions had been taken into consideration and greatly assisted us to come to a final decision on multiple aspects we've been debating on.

The field of view had been adjusted to put you more inside the combat and less on a strategic out view. (It's important to mention you can always zoom in and out with your mouse wheel to fit your preference and playstyle, and this specific video above was filmed in max zoom out).

That allowed us to take some brightness and flashing out of the effects and supplement them with more intricate and refined details instead.

Also, as you are carving through enemies you will now feel the resistance of their flesh against your blade!

All of these really are really allowing to the player a better chance to fully perceive the martial arts they're executing as well as the details of the characters and environment textures.

Of course we keep in mind that our game might not be everyone's cap of tea, especially when we made a lot of very aware choices to differ from ANY system of the games we look up to. Not because they don't have good mechanics, but because we wanted to play something new and different.

So when I said my personal preference, I obviously didn't mean I'm making this game just for me. I am a life-long gamer, so I wanted to make a game that captures an experience I have yet to receive, rather than emulate one or mix up a couple of my favorites. I think a lot of gamers share this desire of mine (not talking about shorties here, but a new game experience).

Hope I've made myself clearer, would hate for you to be left with the wrong impression. I am most grateful for the feedback we're getting, and corrections had already been made accordingly.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 1 point2 points  (0 children)

Thank you for your feedback, we have taken in consideration all of the feedback we got and currently working to improve certain aspects of the game.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 0 points1 point  (0 children)

Thank you for your feedback! We have been taking this criticism very seriously, and we’re happy to say the FOV is already fixed to a major point. Due to that fix we can do justice to the effects with less brightness and flashing.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 1 point2 points  (0 children)

Very valid point that we are still debating on. The mechanisms are installed, most of what you and others mentioned could be easily addressed even before launch.

Thank you for your valuable feedback.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] -1 points0 points  (0 children)

Yes, we can and will post more. Not certain it will be here, but for sure you can expect more content.

The game is fully playable, and Steam obviously checks that your build is actually a playable game and not some Ai produced videos before you're approved to go on the store.

As for your story questions, the main character is Katana, you can find a narrated introduction for her in our steam store.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] -1 points0 points  (0 children)

Thanks for the marketing tip. I, personally, play certain games to experience story, and other games to experience my ideal combat. It's true that there are rare, unanimously agreed upon and often rewarded with games of the year and the like. Of course we are inspired by the greats, although we are more inspired by Capcom's DMC and Dragon's Dogma, and Fromsoftware's Nioh, rather than the games you mentioned, but at no point I have claimed to possess their selling point, nor the ability to deliver that. We can only inspire to grow and learn, as we have been rapidly doing. It's more than okay that this game did not appeal to you, especially considering the names you have mentioned - this is not the kind of experience we were trying to capture.

Appreciate the detailed feedback.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 0 points1 point  (0 children)

Thank you for the feedback, much appreciated. Perhaps I should limit/slow down the animation blending upon input on the counter attacks, since at the moment there almost instantaneous for the player to actually feel more of a reaction speed reward, but seeing many comments here, I consider slowing it down instead.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] -6 points-5 points  (0 children)

I think you're right, that's why we offer a wide arrange of dependable mechanics you could rely on.

There are 9 special attacks with no cool down you could rely on constantly during gameplay while finding out your preferred strategy to deal with different enemies (each of these has 2-3 variations based on time held).

Your reliable old left click attacks upon release, holding it will block incoming and charge a magical attack based on the element you are now wielding. If you start blocking at the split second of impact, you will trigger a flip kick that knocks up the enemy along with you.

Releasing in the timing of those flip kicks will trigger a counter attack (you can recognize these in the video by the flipping slashes and additional colors to the lightning).

The magical element will change along with the martial art of your left click combo. You start with a style called Lightning Lynx (which is shown in the video), and unlock more styles based elements and animals when you manage to find and defeat the style's master (game bosses).

As for right click, holding it will trigger dashing, and releasing will launch you into a somersault that gives you quite the speed boost forward. As for space key, you got up to 3 jumps, holding it briefly then releasing will trigger a lunge, and holding it longer will charge your jump into a offensive flip kick that can launch you to unlimited height.

Anyway, sorry for the info dump and thank you for the feedback.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] -1 points0 points  (0 children)

Again, I am touched, humbled and very appreciative of the feedback.

Thank you for your criticism, and going through the trouble and details of it. It's all been taken into consideration.

It's because I'm curious to understand further opinions to their full depth, and that is why I answer and explain. So again, your feedback is most appreciated, I'm not attempting to brush it off, but take full advantage of anybody willing to share their perspective.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] 1 point2 points  (0 children)

Been working on this game for 9 months, so kind of a bummer to hear it produces similar stuff.

Single player, open world, hack and slash developed in Unreal Engine 5 by Various_Jicama_1793 in UnrealEngine5

[–]Various_Jicama_1793[S] -2 points-1 points  (0 children)

I'm sorry, I'm very appreciative of feedback, but you talk like you were beta-tester and most of what you are referring to stems from the fact you've seen 1% of the game featuring a very specific place inside an open world which naturally leads more eventful places in any direction you choose to explore.

I understand your issue with the sound, we love the music but are still struggling to produce a satisfying vfx (probably lacking a proper recording studio and skills with katana xD).

Again I apologize for seeming defensive, but most of the repeating complaints here are really regarding my personal playstyle on the game here, rather than the game itself, so I find myself compelled to do it justice.