what are the controls for mac? (arena mode)
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The controls should be the same for both modes and for PC and Mac. I do not have a mac myself though so I do not know if there are any issues with the Mac version unless it is reported
Well,a intel core i5 works pretty well.The graphics are awesome btw :D
I absolutely luvv this game!! its PAWSOME!
(One question!: how do you use the arrows thingy for skye on arena mode?)
What's new in the newest demo?
v06 patch notes are listed here: https://dogatworkgames.itch.io/houndsofvalor/devlog/195834/demo-v06-update-all-d...
The last v06-1 was a hotfix for some issues that were found.
I love your game, graphics are awesome, but they are lags.
Glad you liked it! Have you tried turning the graphics settings down to low and disabling a few options in the graphics menu? Some older machines will likely struggle until I can nail down some minimum specs.
So I spent the time to take a look through the demo because it was one of the most interesting games shown at GDEX and it was really promising. I was expecting more of a Zelda kind of game but the actual demo makes it seem more like a Devil May Cry kind of game. I think I'm just gonna ramble on some criticisms and suggestions I have on the game's combat, because that's 90% of what the demo focused on:
The combat is pretty solid overall but I feel that having 3 attack buttons is kinda redundant. I never really felt like needing to do more than just spam the light attack button, the heavy attacks seem too slow and not powerful enough to consider using instead of the light attacks, and the slide attack could be accomplished just by having a running start anyway. I think I'd rather just have a single attack button where you have a combo with 3 light attacks and a heavy attack at the end. I like the charged spinning attacks but I think I'd rather just spin the analog stick and press the attack button like in Zelda, and possibly have other moves where you use inputs with the stick/WASD. The special attacks are very clear in their purpose and I can understand you're just simply in the process of continuing to polish the game. I really love that super spin attack. It seemed like you can juggle enemies but it seems really under baked, not sure if you're going to polish that further or it'll just be a special kind of stun for enemies.
The armor pickups and secrets immediately made me think of Doom, which is handled really well but it makes me wonder if the final game is going to be structured with scripted levels or if it's going to be more of an open world experience like a lot of the pathways you can't go down would suggest. I enjoy both types of games, and I'm definitely going to watch this until it's completed.
Thanks for your comments Mayo! The issues of attack variety and utility is actually something I have been diving into just this last week. I have been adding more robust stagger mechanics, in the current online demo things are very simple in that enemies flinch and resume combat .5 seconds later no matter if it was a light or heavy attack. The new system adds stagger damage along with the normal damage number to attacks so enemies can get hit harder and stagger for longer. That way multiple big hits on an enemy can put them out of commission for longer. I am also working on a "Punishing mode" difficulty where staggers will become more more important, enemies wont even interrupt with a single light attack anymore. Its a wip so it may also change.
Also a big factor is numbers getting tweaked with combat polish, its possible light attacks do too much damage for how fast they are.
Also I have started working on enemy's that resist light attacks. in my current dev build the shielding monsters can have their shields broken with heavy attacks, or you can still flank them.
I do feel the light, heavy and bash buttons work well for the game along with all the combos they bring. though it does need adjustment to the attacks and enemies so that combat variety and reaction is the most optimal way to play.
The combat design for hounds of Valor has been more similar to the PS2 God of War games where combat is about controlling larger groups of enemies in a hack and slash way. Dodging incoming strikes while keeping enemies close to you staggered so you can finish before the rest of the horde closes in and not letting yourself get surrounded.
So light attacks should be quick, pure damage that hits enemy attacks in a wide sweep
Heavy attacks currently deal x2 damage and have a bigger stagger animation but are slower and deal damage in a smaller sweep. I have considered upping the damage as I have noticed the dps even on a single target isnt good enough vs light spamming. also the light, light, heavy combo give a good combat option against a larger group you have room to wind up against.
bashing attacks are about dealing low damage but smacking enemies away/down to put them out of a fight so you can wail on them or focus on a more pertinent target on the battlefield, they also allow a lot of movement so you can chain them with other attacks as an option instead of dodging when in danger.
Air combat can be started with a heavy hold+release or jump+any attack button and is meant to allow you to isolate an enemy and combo them in relative safety for a moment.
Action combat is a tricky design but I really do love games with deeper, masterable combat systems with a large variety of options in combat for utility and flash. Thanks for your comment again, its actually helping me think on what needs to be done to really push the combat system.
You're welcome man, my game's combat is a sort of lighter take on that action game genre but in 2D, there was a couple things I noticed that I learned when making my game. I'm really looking forward to trying the punishing difficulty when it comes out then.
This is really epic
Has this game been abandoned? Last time this was updated was: 27th February 2020, should we start to worry? Is the Doberman finally playable?
I have been continuing development the whole time and a lot of progress has been made to finish the whole first level and a number of important refinements to game systems. I have been unsure of what to include in a new public build so haven't gotten a new build out. I have posted on my twitter but should also make a post here to update things.
The other dogs are not playable as other development has taken priority and there are some technical challenges associated. But thanks for checking in and I will shoot to have a post soon with how things are going with the games development.
Alright, I gotta know; do any of the dogs die?
"dieing" in the game is more abstracted showing you more tired and defeated.
Hello! I really want to play this amazing game but I dont see how i can download it. I am on a linux device and i downloaded the linux file, but now what do i do?
I am actually not familiar with Linux at all, but you should be able to run one of the downloaded files to start the game up.
Love it! Controls and combat feel really solid
Good game! Can't wait to see what becomes of it!
i got a question if that does not bother you?? i want to know when you can make this game aviable for window xp or nintendo switch?? i know that is old but i love 2000s retro game you know like madagascar game, neighbours from hell and over the edge, and also i use sometime the switch
deployment platforms are not decided yet but getting on the switch would be really cool.
Hi! i'm a fan of your work and because of this i would know if in the future, will this game comes on Steam?
I won't be sure of the platforms to launch to until things are closer to that launch. But if its a success I would love to bring it to as many platforms as possible.
This was a really good demo, I believe there is a lot of potential with this game. The gameplay and animations are solid and show promise once further developed.
Some criticism; I think the game needs a run button. I believe that tapping B, similar to zelda having you tap a. The linux port seems to have some shader issue.
I am very excited to see this develop further, as i forsee this turning into a great adventure.
Thanks for the encouragement, development is progressing well. There actually is a sprint button, you click the left stick in or hold Alt on the keyboard.
This was a fun experience! Combat felt pretty nice and there were a lot of different tools to utilize. Movement felt great, and I loved exploring the map. Never could figure out how to get across a gap to a chest, and the boss never did fully die. But overall I had a great time with this and am excited to see more! Can never turn down a game where you play as a dog with a sword. Props to the developers!
Can you play as the Doberman?, I'm pretty sure this game isn't going to work on my computer but I'm going to try ( I have an x86 windows 7 32 bit netbook)...
You currently can only play as Max and the story will follow him but I do want to try and get the other dogs playable at some point. It is likely the netbook will not be able to play the game well. optimization and scaling will be a step later on.
Game works quite well! Checked it out live at https://www.twitch.tv/naturalpowergames/ . I bugged out at the snake like boss though! Killed it but it never died (health was 0 but game was softlocked). The game has potential. Graphics are great. Gameplay feels fluid. I do wonder how far you can take it so if you do a new big update with story or new skills or progression, hit me up!
Thanks for playing! did the boss actually shatter? the health value at the top and its actual health can get un-sycned currently. Its something I need to get nailed down since that is confusing people. You also mentioned some combat refinement, I am currently in the process of doing just that and adding in some more moves to round things out, if you had any further feedback on that it could be very valuable to push things further. And will do on the updates, the first cutscene is being animated and the rest of the first level is next after these combat refinements.
The boss never shattered no matter how much I hit him! About combat, it just feels too floaty? It needs more grounding. Sort of more reaction? It feels like I'm swinging at air at all times if that makes sense. Take a look at Wind Waker's combat for an example of what I mean.
I see what you mean! WW does have some pretty flash hit effects, frame pausing and sound that helps your hits look and sound bigger. That is something I will definitely look into with the next patch.
cant play game, doesn't load, help
What version are you trying to run, And when do you have the issue? Also knowing what system specs you are using would help, there may be an incompatibility with the Unity game engine if it doesn't load at all.
latest version, and I don't know my specs but I know it should be high enough for atleast medium graphics cuz I have played games with way higher graphics like Ark Survival Evolved and not lag or anything whatsoeve
Is it the Mac version? Windows32 or 64 bit? Are you able to get past the launcher for the game? (where you select a graphics option) Do you see the main menu screen? Are there any errors involved or things like black screens?
So the game loads, but when I try to actually play the game, it gets stuck in the loading screen game, sry if i confused you, also 32bit, no errors at all
Ok, that helps a lot to know what may be going on. it appears the level load function is stalling for some reason, there likely is an error but you are not seeing anything. I can look it over and I do plan to release a new version soon, hopefully that will let the game fully load for you.
Hey Sharky, I just updated the game and modified the level load code. Its likely this still wont work so I have a backup in place. On the menu screen click on the Hounds of Valor title to load with a more direct method. the game will freeze for a minute but will more likely load for you. Try both methods and let me know if this works for you, it would help greatly to root out why your machine and likely others are failing to finish the load.
This reminds me of a certain legendary Pokemon.
Indeed, there are not too many armed canines in gaming, It was fun to see Pokemon getting in on it too!
Made a video
Every dog CAN be a hero!
Nice demo, shows potential. Collision can be weird sometimes, leading to some big jumps but it's not a major thing. Can't wait to see more doggy heroics. :)
OMG it is so good I love it soo much but is it possible that u cna add like a low detail mode that makes everything more smoother for low-end computers like me. BTW I would pay like atleast 7$ for this so good
There is a low graphics setting and a toggle to turn off terrain grasses to help. But yes more graphics options are necessary in the future to help lower end computers more. If you have a chance PM me your specs and what framerate you are getting on the current low settings.
Got it (Sorry i've been gone for a while doing some stuff) I give u some information on how my computer handles your game and I will also give u some information on what type of computer i am using so you can have an idea of what graphic changes you can do. Thank You
EDIT: My computer graphics system is a - AMD E-300 APU with Radeon(tm) HD Graphics- exact words. I'll try to show u a game play of how my game handles your game also I will try and show you how much CPU it consumes for me to play it. hope you see this message its been a brief while since I replied. Also I hope you publish this game on steam that would be GREAT I would totally pay for this. Please keep making more content for this its great.
Sound is ok
Jumping is a bit extreme but still fun
Fighting is fun
Graphics are cool
There is a few glitches that occur when you stand near walls, but other then that I greatly enjoyed the game! The controls feel really nice and responsive and I love the style it's made in! I played this on my twitch and had a lot of fun!
Thanks a lot for playing! I assume you are speaking of the camera hiding system which sometimes makes walls ahead of you disappear. It's a fine tuning issue that is on going to make sure things hide to let you see where you are/going but not make objects hide unnecessarily. Its getting closer to a final state but will still have a few oddities now and then.
That's not what I am actually referring to. In the area with two cabins if you stand between them the camera will move underneath the ground if you are to close to one of the walls. that's what I mean ^.^
Any chance of a Linux build? I can't seem to get it running through Wine.
I was not sure if there would be a want for it, but I went and exported a linux standalone build for you. I do not have a linux machine to test so let me know if it has any issues!
Thank you! I had some issues using a dualshock 4 controller (specifically, controls bound to triggers weren't working, the player character's neutral state was to inch towards the camera rather than stand still, and d-pad axes were swapped), but those issues went away when I tried unplugging my controller and using mouse & keyboard instead. Aside from that, I didn't notice any obvious bugs.
Also, the gameplay was very fun. I enjoyed it a lot.
Thanks for letting me know, there likely are some axis's switched around for dualshocks and seems there is a dead zone issue for the analog sticks on that controller too. I will grab one of those controllers and make sure its working the same across as many controllers as I can manage.
It looks so cool!!!
I am on a tablet and all I want to do is play and I literally can't
I am sorry for that! In order to port to mobile touchscreen would be a pretty heavy undertaking so I am sticking to gamepad and keyboard/mouse for now.
I enjoyed the game and I am looking for further updates! :)
Here Is my video to your game. It's really good. I left even some personal opinions on this. At the end of my video. Still I much appreciated this. Nice work.
this game looks amazing and is really cool so far! I played and recorded it for Youtube but the video will be published in January since i will be out with family over the holidays, but im eager to learn and see more!
The only thing i would suggest to change is the camera handling, it feels awkward to not be able to move the camera with mouse movement, but the press of the mousewheel wich might trigger the change of ranged weapons while moving the camera.