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Hahaha.I love This game, love with the style, love with  the voice actor,unique gameplay mechanics, and japanese girl (hehe boay). Good job Dev



For dev,

there is a bug in 22:29. when i enter hallways 1st floor, the camera angle not follow me 😅

Thanks for the feedback! 


We will work on the bug! :^)

good

ye :^)

This was a great little demo. I really like everything that I see, but I do hope you find a way to make the combat a bit more fluid. Currently, it seems to me like the only real way to fight is to not fight at all or trade hits with the enemies so it's not very engaging. The camera perspectives on the boss fight are also a bit difficult to deal with. 


I loved the voice acting!


Thanks for making games!

(+1)

Great video,you made me laugh a few times.

We'll definitely work on the many things you've mentionned.

How about for interactive fighting, you'd need to interrupt their winding to attack-animation, and not just spam attack yourself?

Almost missed your message lol!


This could be a solution. But we don't want the player to stun lock the enemies.

Deleted 2 years ago
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I appreciate and respect the effort you've made to reply to folks. So, [[SORTA LAW-DISCLAIMER]] before I open my mouth(figuratively) to do some backseat-game-design.. I should turn-tables to try to look at things from your perspective, most notably from the aspect of being a developer of a potential hit-game.. And only imagination as a limit to what sort people are out there, I might as well disclaim from any and all stipulations toward this game and/or dev. staff considering any&all possible ideas worthy of pursuit or further development; made from or come upon by comments made in a public setting (e.g like this posting) by yours truly.

And eventhough I am not egotistical enough to think I might arrive upon an idea worthy or suitable for the game brewing inside that beatiful, juicy nogging of..(wait what?) ..of your game, yet to be fully realized in an interactable form.. So, no matter how much I'd like to give any of my ideas credence, they might not just be suited for adaptation.. But you know what they say about a broken clock.. So, if by chance I might stumble upon an idea worth pursuing, feel free to use 'em without any fear of claim of ownership..

[[END of SORTA LAW-DISCLAIMER]]

-So, with all that out of the way; Here's my pitch: ..uhm, wait.. I actually had nothing To pitch.


-Addendum: Oh, actually, the stun-locked enemy-problem could be mitigated with a second enemy.. That would incentivise the player to adapt to juggle enemies, or keep moving.. And the 'attack-animation interruption', while empowering the player, could also give you to the excuse to make the enemies more able to attack the player more readily, i.e when they're on the move.. (though mitigation of the damage could be warranted..
-Both in perspective of difficulty-scaling, and immersion; Picture it yourself how much more difficult it would be to apply strength to a strike when you're in hot-pursuit, while some dumbass-commentor would be running..) 
-This also would require the player to be capable to "twirl around" and strike the enemy on a moments notice..

 Also, like Manlybadass- also professed liking for this atypical mob-behaviour; That some enemies strike/get hit & take a small detour and get hungry to strike once more..(Tho' I do understand why you did it that way.. [R])
-But the mob could also just be able to jump back, --Which could also happen when the player misses the timing to strike at the right moment, or perhaps strikes with some sub-optimal weapon(If other weapon forms are planned)
  ..But some of these would require more thought on enemy placement, to keep things balanced.. Not to mention extra animation-work)..  
     Also, some players simply might not like all that much if all the enemies are aggressive, capable of striking as they're moving, and slink away, just to come back to strike again while chasing.. -So, while knowing some wieners are whiners all the way anyway.. -There should still be a need for the, if you excuse the term: the default-class enemy, you've already presented..

  -But all this is more of a question of where do you want to allocate the effort and resources.. Because intriguing in-world story-telling, which you've been doing great btw, are more then able to carry a game..

 Thus, for purposes of extra-resources, I would've paid++ for your demo, but that being non-possible, I can only indicate interest with ideas, and help you to add more resources for development by vowing not to disturb you with'em again.

--So, if you read this up to here, I can only offer you 5-stars and a parrot-sticker made purely from imagination.
And relieve you of duty to reply.  -d

Edit: F*damn typos.

(4 edits)

What a humble and great post!

Honestly I'm shocked that some people would be so invested in Kanpeki. It feels like a dream. I'd like to give you a reply worth the time you've invested into the game.
I've read your post many times, gave it a few days to try and come up with a good reply, Here goes nothing!

The main inspirations for the combat (while not very apparent in the game) were FatalFrame and DarkSouls. I loved how every fight in Fatal frame felt like a struggle, you need to adapt to the third to first person perspective change, find the ghost, wait as long as possible to charge the Camera Obscura while keeping them in sight and far enough from you to avoid taking damage. And finally take picture. I really wanted to capture this feeling and recreate it into Kanpeki!

I find melee combat very rare in classic survival horrors games and even less interesting. In Silent Hill 3 for example you just mash the attack button and wait for the monster to die. It's not fun nor stressful. We really wanted to avoid that for Kanpeki's combat. That's why we've added the active reload mechanic, I think it works well and that we shouldn't change it too much.

Apart from that I agree that the combat doesn't feel good. And I think the sort of "parry" mechanic (Attack right before the enemy attacks you to inflict a devastating blow to the enemy) you've described could really work into making the combat more nuanced and interesting (As long as the window is short). Having enemies lunge at you could also make it harder and more interesting.

I think we should also rework the stagger system of the game, change it to "Hitting the enemy will stagger them every few seconds" to "Hitting the enemy enough times staggers them, grantting you the opportunity to deal an extra hit without fear of danger". It would make the stagger feel less random and more fair.

I also plan on removing the cooldown between Hoshi's attacks, making her feel more responsive.

Last change I've had in mind was to add a dodge mechanic, I think it could add more depth and allow for different playstyles, it would also make players feel less as if "they're trading hits with the enemies" which was exactly what I wanted to avoid lol.

One other problem I've identified with Kanpeki's combat is that kiling enemies does not reward you in any way. They don't drop anything, they come back when you heal ect... It makes the player try to avoid fights as much as possible which is not something we wanted. I've failed to come up with an easy to implement idea for that lol!

Anyways, these are just ideas I've had, not sure if any of them will go into the final game, I have yet to discuss this with the other team members!


PS : Have you any experience in game design, Unity or Blender? We're looking for motivated folks to work on the game's full release! Let me know if you are interested!

Hoping I gave you something interesting to think about

-Wilhelm! :)

The game is really interesting and it is even more interesting that the weapon for defense is a taser. I would suggest putting in controller support. But beyond that, you nailed it in the game.

Here's my channel for other games I have played. https://www.youtube.com/c/Levont

(+1)

Thank you! We'll work on the controller support for the full release!

(Ryuji No Ken Wo Kurae!)

(-2)

Hi there, Jake from Spacefarer Games here. Would you be interested in publishing this game for Switch? We can definately see a market for it there. Contact me at jake@spacefarergames.com to discuss further.

😊👍

<3

Kanpeki!

(-1)

I watched ManlyBadassHero’s video and oh my gosh, I am in love with this game already! The demo was soooo great, I can’t wait for a full release. I have a notoriously bad attention span but this kept my full attention the whole time. I love Hoshi, she’s really interesting.

(+1)

Thank you so much. I'm glad people love Hoshi!!

a gyaru protag? they're usually the bully or the ones to die first!


not to mention the voice actress is great. usually english voice acting in a japanese based game just doesnt work. but she really sounds like a gyaru. 

this game takes me back to when i  watched my brother play silent hill and resident evil. I AM HYPED

Our voice actresses are gold! We were very lucky that the project picked their interest!


I hope Hoshi will offert something new to the gyaru archetype!

Can't wait for full release!

Thanks! <3

This was an amazing game. It really gave me those old school survivor horror vibes. Great work! 

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You had such an interesting way of playing the game avoiding all the enemies, it was very fun to watch!

For the taser's reload, you need to press (whatever your reload key is) when the needle is over the red stripe!


Thank you for playing anyways! :^)

Impressive game and plot. Love the mechanics and visuals. A really good retro styled game. 

Nice video! I love how you took down the boss in a creative way lol!

(+1)

Amazing demo. The taser recharging mechanic felt a little wonky at times, but the aesthetic is wonderful and the music is rad. Can't wait to see more! Here's my No Commentary playthrough:

I've noticed the taser's reload might not feel fair at times, definitely something we will work on!

Thanks for talking about the music(people tend to take that for granted!), I think it's very cool too!

I love the fight at the end. Demo is amazing. Can't wait for the full release.

I liked how it was a mix of a puzzle and a fight. Thanks, I'm glad you liked it! 

I greatly love this game so far and am holding my breath for the full release! I do have one possible bug though as every time I reach the courtyard of the school and try to enter the save room, the screen goes black, I can hear the music but can't do anything and have to restart the game each time. Other than that I greatly admire the details and efforts put in this gem! Keep up the good work but don't stress about it or rush either. : )

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Oh! I'm sorry you had to encounter that bug :/ We'll work on it! 

Don't hold your breath for too long, you might start seeing weird stuff...lol! Okay but seriously the team's small it might take a while! We'll keep people updated though!!

Good game

<3

(+1)

Just saw ManlyBadassHero's video on the demo, very impressed. Cool to see a gyaru as a lead in a horror game. Looking forward to more.

(+1)

Our writer and the rest of the team did an amazing job making this weird idea work. I'm very happy to hear that people are interested in the project and the caracters :) Hope it felt fresh, new and weird.

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BRAVO! Amazing work you guys! We really enjoyed this one. Please make sure to watch our playthrough below. We will be sure to make a follow up on upcoming updates. Thank you for such a fun and interesting game.


Thanks! Really liked your video, your duo is very cute!

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Thanks !! 

The game is really interesting, and I can’t wait to see which way the story goes. Combat in the game already feels like a unique experience, it took me a little while to work out how to fight the final boss.

Although at times it felt like I was fighting the control rather than the enemies. It took me a while to get used to movement being with W and S while to move forward and the mouse to turn. At the same time when you are far away on camera it really makes it hard to judge if your taser is close enough. Still it did become easier as I progressed.

Looking forward to the full release.

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Just watched the entire video! It was so much fun seeing someone actually play the game, without any directions and without being overly benevolent like friends or family would be.

It was truly interesting to see you overcome the challenges of the game growing more and more
compfortable with it's mechanics. The controls (lol) the reload, the enemies, the breathing mechanic(Seeing you understanding the school door portal thing easily was a relief).

About the controls, seeing you play the game proved that they still needed a lot of work.For the team's defence, there's a "tank control" option which let you rotate Hoshi with the A & D keys.


I'm so glad you loved the game! You really made my day!

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sweet vibes psx :D nice story but i hate taser hahha


 ahahha

Glad you liked the game!! 


Your video is stuck on the first frame of the game btw but I could hear that you've managed to finish it! Amazing!!

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fuuuuuuuuuuuuuuuuuu...make 1hours 17min .NOOOOOO...but cool game ...vibes clock work 3 old game ps2 horror ... i think best time psx ...:D next patch think good options and change taser version easy ,

About how long is this game?

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Hey, the demo takes about 15 to 30minutes to be completed :)

Okay, I was checking out the first playthroughs and apparentely the game takes more around 40mn. Oopsie ^^

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A really promising game with nice retro graphics. Loving the spooky ambiance and looking forward to some additionnal content if planned.

(+1)

Thank you so much! <3

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