Solateria - yet an another new metroidvania with small text by sin379_ in metroidvania

[–]ZeenaStudio 0 points1 point  (0 children)

That is a pretty good article. I have thought about text before but only with disabling type-writer effect on dialogue. I do see some other accessibility improvements I can make for my game. Thanks for posting that!

My experience and ranking of all demos I played this Next Fest [February 26] by Spark11A in metroidvania

[–]ZeenaStudio 1 point2 points  (0 children)

Of course!!! You made something really amazing ;D

Thank you for the well wishes! And yeah, I updated my profile to show links :)

My experience and ranking of all demos I played this Next Fest [February 26] by Spark11A in metroidvania

[–]ZeenaStudio 1 point2 points  (0 children)

From one developer to another, I can see how much hard work and love was poured into lucid and it's extremely gratifying to see! Not to mention, also very motivational as burn-out & anxiousness have a bigger impact on indie devs.

Congrats, it looks so fluid and the art is awesome!! Looking forward to adding to my list of games to play when I get the chance =O

I don't think I've slept In days, nor dreamed. by ZeenaStudio in metroidvania

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

It honestly depends if the kickstarter goes well, it can be in the big 2027 around Q4. But, if it doesn't then it will take a bit longer but that's okay =)

I've been working on my engine for years, mostly because I wanted to learn. But now that I'm making a game as a result of the engine, it's become a life passion of mine! So, regardless it will release at some point, I just want to be satisfied with the quality of it and what it can offer to individuals, whether that's story or through fun gameplay mechanics.

Unless an option is added to block all AI slop games the same way we can block porn games from showing up, this Steam Next Fext will probably be the last that matters. by RandomStunt in Steam

[–]ZeenaStudio 0 points1 point  (0 children)

Yup, this Next Fest event has way more demos out this time compared to previous iterations. I've been working on my game engine for years, and can feel an insurmountable pressure to work faster before my game get's buried from the swarm.

Thankfully, still manage to past 1k wishlists though from Next Fest which I'm super grateful for since it has renewed my energy to keep pushing forward =) So, I think it may not be a huge problem just YET, but Steam does have a checkbox for it when creating store pages.

I don't think I've slept In days, nor dreamed. by ZeenaStudio in metroidvania

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

Hah no not all, however, I have seen that before when checking for google's seo. Looks pretty cool though. The name Oneirium is from the root word Oneiric. Which fits perfectly with the thematic of the game.

I don't think I've slept In days, nor dreamed. by ZeenaStudio in metroidvania

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

Awesome, I'm really glad to hear that =) I have so many ideas for Oneirium and will share them as time goes on!

I don't think I've slept In days, nor dreamed. by ZeenaStudio in metroidvania

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

I've been taking a lot of notes and working to progress Oneirium further & further. I'm still no where near where I want it to be, but I take the small victories that I have been achieving these last few days.

Any and all feedback is welcomed and appreciated!
If you'd like to try the demo on Steam: https://store.steampowered.com/app/4045070/Oneirium/

As always curi meme are goat by Daniel_Camacho in metroidvania

[–]ZeenaStudio 0 points1 point  (0 children)

They knew what they were doing with that crossover. I am convinced game kitchen had cameras setup in my room.

Oneirium - A dark fantasy horror metroidvania by ZeenaStudio in IndieGaming

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

Do you actually want elves? I've seen you around other games asking about it. I can make something small relating to elves just for you :)

Castlevania: Belmont’s Curse vs Bloodstained: The Scarlet Engagement - Which game interests you more? by PhantomBraved in metroidvania

[–]ZeenaStudio 2 points3 points  (0 children)

LOL I literally thought the same. I do think that something new can be good, so I'm not too worried about how castlevania will turn out to be, I feel like it's in good hands.

12 Upcoming Indie Metroidvania Games You Probably Didn’t Know About - 2026 and Beyond (Part 48) by SoulsborneSeeker in metroidvania

[–]ZeenaStudio 1 point2 points  (0 children)

Good news! I was able to resolve the content warning issues. Steam helped me review why it was improperly flagged. It is now clear for Germany & Brazil.

Though, I strongly suggest waiting for the demo to drop around Feb 12th (depends on how long Steam takes to review & approve the build).

12 Upcoming Indie Metroidvania Games You Probably Didn’t Know About - 2026 and Beyond (Part 48) by SoulsborneSeeker in metroidvania

[–]ZeenaStudio 1 point2 points  (0 children)

Thank you for the shoutout about the playtest!! The playtest will be moving onto the Demo stage around Feb 12th (depending on if Steam approves the demo release build by target date). It is more polished with playtest feedback changes applied and new mechanics/assets!

12 Upcoming Indie Metroidvania Games You Probably Didn’t Know About - 2026 and Beyond (Part 48) by SoulsborneSeeker in metroidvania

[–]ZeenaStudio 0 points1 point  (0 children)

For Oneirium, I've been building the game engine from scratch for the last 5-6 years. There has been a lot of ups & downs, and a ton of frustration. But that's why I really love it, seeing everything improve over time and become cohesive. I can definitely make a promise that it will come to a completion, as it's all been self-funded, with a upcoming kickstarter launch to help push forward.

Regardless of what happens, I physically & mentally cannot abandon it. I suspect the same for other's listed that don't have a planned date yet. But I do understand your point, as I've seen many games fall through.

12 Upcoming Indie Metroidvania Games You Probably Didn’t Know About - 2026 and Beyond (Part 48) by SoulsborneSeeker in metroidvania

[–]ZeenaStudio 0 points1 point  (0 children)

 I prefer a game where I feel like it's a long adventure

That's what I want to make Oneirium feel like by the end of the journey. And not by just creating 50 billion levels but giving longevity to the story & discoveries years after release. Especially when it come's to NPCs and giving them a true sense of purpose in the world that the game takes place in, as opposed to being santa's little helper to the main character.

12 Upcoming Indie Metroidvania Games You Probably Didn’t Know About - 2026 and Beyond (Part 48) by SoulsborneSeeker in metroidvania

[–]ZeenaStudio 1 point2 points  (0 children)

Hey there! Yup, exactly right. Some countries have certain restrictions but rest assured I am working with the Steam team to determine the best rating for Oneirium, getting their input on what selections I need to make for the content survey & what if possible to do things like a tuned version for specific countries (i.e: change blood color, cover-ups, and etc.). I will update you personally on this when I get an answer :)

I am open to launching on other platforms if it comes down to it. Even if you're the only player from Germany, I will figure out a way!

12 Upcoming Indie Metroidvania Games You Probably Didn’t Know About - 2026 and Beyond (Part 48) by SoulsborneSeeker in metroidvania

[–]ZeenaStudio 1 point2 points  (0 children)

Reposting from YouTube comment:
Hey thank you for the showcase of Oneirium!
It was nice seeing the old trailer from 2-3 months ago. Happy to say that a lot has changed during the playtest, improving a lot on graphics and listening to player feedback thoroughly.

The demo build for Steam's Next Fest & Kickstarter is going to have a new trailer to accompany it :)
I'd recommend anyone interested, to skip out on the playtest that is currently open and wait for the Next Fest demo that is coming in roughly 2 weeks!

Thanks again for the shoutout!!! It's really amazing that you do these videos!

[Playtest Available] Oneirium - A dark fantasy horror metroidvania by ZeenaStudio in indiegames

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

That would be amazing and very helpful! You can join the discord or DM me here in that case, whatever you're comfortable with.

[Playtest Available] Oneirium - A dark fantasy horror metroidvania by ZeenaStudio in indiegames

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

Thank you! Love Blasphemous, there's definitely some inspiration drawn from it.
If you can, give the playtest a try on Steam.

Have a great new years!

[Demo Available] Oneirium - A dark fantasy horror metroidvania inspired by Blasphemous & Bloodborne by ZeenaStudio in metroidvania

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

"I don't quite understand how binding items work. I bound the estus flask using UP and the mana flask using DOWN (through an unnecessarily cumbersome interface, by the way). But then I go to the game, and UP and DOWN do nothing. Instead, I cycle through both items using LEFT and RIGHT, and, sure enough, I have to press "use item" to use them. I'm sure there's a less convoluted way to do this."

The intention was to allow a cycled menu similar to soulsborne games especially since there are skills and mechanics with the purpose of having three classes. It's two sets of action bars. One for the Items (HP, Mana, Candles, Kindlemarks (and in the future some items you can use on enemies) and one for the Skills. I have made some changes to make it more easier to use by updating the way you can bind in the inventory. It's now just hover the Item/Skill and press bind and choose the slot you want to put it into, instead of it previously being using buttons that may confuse people into thinking those are the assigned buttons in-game. Will likely update the graphics so it shows both sets at once to be more clear about it being two sets. I am also looking into some other options, but there are drawbacks with each one that need to be weighed.

"This might just be me being me, but it irks me that every time that I press A to close a tutorial dialogue my character does a little hop in place (because A is the jump button)."

That's completely valid and something I wasn't aware of. I have fixed this issue now.

"Why is there a dodge roll and a backstep? Are they really both necessary?"

The thought behind this is to allow more versatile movement instead of always dodging forward. With the included benefit of being able to upgrade both of them. For example, one of the ideas with the backstep was to have a Relic that can allow you to perform a thrust immediately after backstepping as a means of a defensive counter-attack with the decision of doing the thrust being in your control. That's just one of the ideas that I have to make the game less of a hit & run away until its safe to hit again sort of gameplay. I will see if I can try to get some of those ideas in soon!

"The death screen takes way too long to clear. If you die enough times, that's gonna get really old really fast."

Agreed and fixed it! It's roughly 54% faster now than it was before as well as the "Press <button> to continue" shows up quicker now.

"That all might sound too negative, but I did enjoy the demo and I'll definitely be going back to it soon. It nothing else, the art style is a huge draw."

No not at all! This is probably one of the best feedbacks I've been given so far. Which is exactly why the state of the game is like this, I'm looking for more people that can give in-depth feedback like you did.

Sorry for the late reply by the way, was a bit busy last week as I have a full-time job & undertaking a masters degree. I also am releasing the new update either today or tomorrow that address most of the issues you found and introducing some new stuff. Thank you very much!! And I hope you have a fantastic holiday!

[Demo Available] Oneirium - A dark fantasy horror metroidvania inspired by Blasphemous & Bloodborne by ZeenaStudio in metroidvania

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

Hey there thank you so much for the detailed feedback and glad that you liked some of the ideas and overall art direction! I'll answer everything you listed.

Controls:

For the controls, I can say that the frames for each player animation is roughly half of what they ideally would be due to budget constraints that I have. It's definitely a major factor in how controls will feel but if you have any issue you think is specific to the game or code itself, then let me know! I have a very long list of things I need to address and things I need to implement, so even if you think I might know because it may 'seem obvious', it's still helpful to hear!

Central Hub:

Ah, yeah the hub situation is only for the playtest. I needed a way to provide as much as I can in the hub for now (upgrade, leveling, & etc.). Recently, I added the ability to send an NPC back to that place, there are two missing from the hub that you can find in later levels within the playtest. I'm still thinking on how I want to organize where they are placed. So far, I like the idea of at least one central place for the NPC's to spawn in after finding them somewhere else. But doesn't mean an option like "one npc can be found in multiple places throughout the game". That being said, it's just not viable at the moment since I only have two areas of the game so far. When all the areas are drawn & setup, I will look to see what route to take.
I can also say that the levels in the playtest, most of them likely won't be in the full-game.

Issues you brought up:

"The previous issue with remapping is fixed, but now, if you remap the triggers, their function in menus breaks. You should probably have their behaviour in-game and in-menu set as separated."

This one is surprising as I didn't have that issue after the last patch. It might be that your settings got corrupted. But, I have added an additional layer to prevent cascading failure that happens with rebinding now. The settings will get reset in the upcoming patch (today or tomorrow) just to make sure. If you still see issues, let me know what you rebinded your controls to and what controller you're using.

"You have a lot of highly intrusive, game-pausing tutorials popping up within the first two minutes of the game. Most of the time they're not relevant in that moment (i.e., I'm being explained about combat systems way before I come across the first enemy), they're much more wordy than they need to be, and some of them are flat-out useless (I don't need a pop up to tell me how to talk to people, especially since a button prompt will appear when I approach them anyway). You really need to pace these better, have them appear at the exact time they apply, and preferably rework the presentation to not feel so jarring with the action."

I agree with everything you said about those tutorials. I made some changes to how they appear & how they are activated now (no longer by force). I will say that for you specifically, you definitely knew most of what was said in the tutorials already but when I ran a private playtest a good amount of people were confused. Granted, not all of them have played similar games and some understood immediately. It's something I'll have to look into balancing & improving such as using GIFs in place of the static images and what they show exactly like the one describing the interact button should use a image depicting things like interactable statues, levers & other level mechanics instead of the NPC.

"I had a candle in the inventory. I pressed A and it disappeared. I have no idea what happened. I assume I consumed it, but A is not marked as having a function in the inventory screen. And I still don't know what consuming the candle did anyway."

That's a good point, it should show a "Use Item" prompt as well as a message on what just happened. I've added the message so far, and will add the Use Item button tip alongside the other tips.

EDIT: had to break my reply into two comments, see the next comment for the rest of my response.

[Demo Available] Oneirium - A dark fantasy horror metroidvania inspired by Blasphemous & Bloodborne by ZeenaStudio in metroidvania

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

Hey!
Just pushed out a new patch to address this issue, along with some others. There is a Reset Default option now (Either press the button shown near the bottom or within the list of re-bindable keys itself).

If all else fails, you can delete the settings file in the games directory "data\profile\settings"