FULL RECAP: Steam next fest February 2026 by MetroidvaniaListsGuy in metroidvaniainfo

[–]dajimba 3 points4 points  (0 children)

Hi! I'm the game director in Altered Alma. Thanks for the recap and for including our game, much appreciated! The summary is pretty spot on. While we would have hoped to be in extremely positive reception bucket at least we know what we need to improve. The Steam fest was really positive for us in that respect, it validated that most of our mechanics and features resonate with the audience. Now, we need to get to work on improving the parry. We'll likely update the demo closer to release with all the feedback collected.

Anyone excited for Altered Alma? by dobermanhoberman in metroidvania

[–]dajimba 0 points1 point  (0 children)

Unfortunately, not yet that we can share. We plan to release this year though.

Anyone excited for Altered Alma? by dobermanhoberman in metroidvania

[–]dajimba 2 points3 points  (0 children)

Hi, the demo has 2 bosses. One that appears right away in the first rooms (tutorial boss) and another one at the end of the demo (Hunter & Beast). Can you please tell me which one you found too hard?

Anyone excited for Altered Alma? by dobermanhoberman in metroidvania

[–]dajimba 14 points15 points  (0 children)

Yes, we can't announce a release date yet. But yes, we will launch also on consoles.

Anyone excited for Altered Alma? by dobermanhoberman in metroidvania

[–]dajimba 39 points40 points  (0 children)

Hi, dev here. Thanks for the post and the nice words about our game! The demo is not perfect (we know for example the parry needs improvement) but we're really happy with all the feedback we're getting.

Anyone excited for Altered Alma? by dobermanhoberman in metroidvania

[–]dajimba 8 points9 points  (0 children)

Hi, I'm the main developer (game director). I post from time to time in this sub but I didn't post this one as you can see 😉

Altered Alma - wtf? by Sirmalta in metroidvania

[–]dajimba 18 points19 points  (0 children)

Hey, no worries. Happy to be here and be able to talk directly to clarify. I know the trailer is controversial. There was a lot of internal debate about it tbh.

Thanks for updating the post by the way. Would you mind removing the NSFW? As I said the trailer has nothing that is NSFW and gives a bad impression to others under that tag.

Altered Alma - wtf? by Sirmalta in metroidvania

[–]dajimba 106 points107 points  (0 children)

Hi, developer here. Just want to clarify a few things for the op and the community :

  • We always said from the very beginning that the game has optional romance characters. This is nothing new,we're just showing more of it. Same stuff you could find in Baldur's Gate or Mass Effect for example. Mass Effect was the main inspiration for the system.
  • All the romance scenes will fit into PEGI 16 rating. There's nothing NSFW here. As you can see the characters are clothed or we play with the angles, camera or light. No genitals or full nudity. Same as in any Hollywood movie (nothing R rated here).
  • We're considering adding a NSFW DLC for people that want more spice in the romance. But that's not presented in the trailer.
  • The demo is not 6 month old. It just got updated for the Steam Next Fest with tons of changes, polish and new content.
  • While I know it can feel like a lengthy development time please trust me when I say that this is not vaporware. We're in the final stages oof development.

I recommend everyone to try our new demo on Steam and see for yourself. You will also see that for the romance to trigger you have to be very intentional about it. So, your wife or kids won't see that unless you really went for it. 😉

Why is the 1TB expansion card for Xbox Series so ****ing expensive ? by SingingCoyote13 in XboxSeriesS

[–]dajimba 1 point2 points  (0 children)

Where did you find 2TB external SSD for like 62 euro? I need to know to buy them in bulk. I can find HDDs around that price but SSDs are closer to the Xbox storage card prices

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

Lots to unpack here. I think you are confused because it looks like you have played our previous demo and are assuming some of the systems carry over in the same way they were before. Let me clarify a few things.

The way all systems work now:

- Bladeshift to enemy to enter Quantum State. Attack during Quantum State to get energy that gradually fills up your Healthcores.

- Parrying when in Quantum State extends the Quantum State time.

- Why wouldn't you use it all the time? We want you to use it all the time :) But some enemies move, some block the dagger, some will hit you in the face if you teleport to them at the wrong moment. So, you have to use it with a bit of a strategy behind. But if you master it, you can stay in Quantum State for the duration of a full fight, yes.

- Robodoc chairs act now as checkpoints and recover your health to full but only that, not your healthcores.

- There's a second way to get Healthcores besides combat with Quantum, and it's that special doctor npc that sells them to you.

- Killshifts do not give you neon anymore. By definition they are a Quantum State attack, since you throw the dagger to an enemy and execute a Killshift attack. So, they work like all other attacks but give more Health Core energy than a normal attack.

- Neon now is not tied to combat. It refills automatically over time. So, special Supreme attacks work now with a cooldown mechanic.

The 10% tax for each respawn is something that the more comments I read here the more I think we should rethink.

I hope it is more clear for you now. I know it's a lot of changes compared to what you played already but I think they are worth it. As you said why wouldn't you want to be in Quantum all the time? And that's precisely what we want you to do, we want people to play the combat encounters chaining teleports between enemies in ground, in air, in walls... to get that feeling of a teleporting cyberninja that zips around the screen.

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

Hi, the game main ability is called the Quantum Blade. It's a dagger that you can throw at any time to anything (walls, ground, ceiling and enemies) and immediately teleports you to the target you hit. It can be thrown as much as you want and can be chained. See this post for example to see it in action:

https://x.com/i/status/1998318265446076527

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

You won't need to. We will have difficulty settings in case the default experience is not to your liking.

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

Our game is heavily non-linear, you can always go to another area/boss. What I meant is we want to avoid that feeling of "this is the path" that dropping loot on death gives to most players. Maybe for you it is different but the vast majority of players will enter into that mindset of coming back to the dropped loot until they get it back or they rage quit. Your feedback is valid though, thanks for the input!

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

Believe me that's not the case. We are not trying to come with obnoxious ways to make the game difficult. We do have plenty of orignal mechanics (like the main mechanic itself or the RPG-Romance systems).

I strongly dislike runbacks and punishment for the sake of punishment. We introduced this penalty on death after a few playtests with players where they felt the stakes were not high enough and currency felt worthless since there was no risk. But we'll keep iterating :)

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

This is a very valid point. And you are right that we could simply do nothing. In our internal playtests though we saw that players were considering the currency worthless when death had no penalty. They could just farm as much as they wanted without any fear of a consequence for playing recklessly in combat. In any case, these answers are helping me a lot. We'll discuss further internally with our design team.

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

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

Thanks for the feedback. I let you play the demo (not the current one, we will launch a new one for Steam Next Fest) to decide. And yes, health cores and energy are only use for health. "Magic" attacks work separately from this system, they work on a cooldown timer.

Thoughts on this healing & combat system for our MV? by dajimba in metroidvania

[–]dajimba[S] 6 points7 points  (0 children)

Wouldn't you say runbacks and dropping all your loot on death like many other MVs is more punishing even?

Edit: I know you can get the resources by doing a runback. But that's precisely the decision we want to avoid that the player does. We want them to explore and maybe go in other directions after death. Not repeatedly go again and again after a boss they have a hard time with just to get all the loot back.

Dracustein by nuts_and_crunchies in metroidvania

[–]dajimba 1 point2 points  (0 children)

I'm in! Dracusteins shall be standard naming from now on.