I tried again just to double check the issues I was having and play around with the few deadzone settings. I can’t seem to get around it (at least with the in-game settings which is all I’ve tried). I also tried reinstalling without any change. It is a 3rd party (Rock Candy) 360 controller but it works fine in all the other controller supported games I’ve played (Rogue Legacy, F1-2013).
So using the D-pad has the following results:
Press Down => Move Up
Press Left => Move Down
Press Right => Move Left
Press Up => Nothing
The R analog stick is similarly malfunctioning. Pressing the ‘back’ button pauses the game (which may have been intended) and ‘start’ hides the UI.
X, Y, B, and A all perform the correct actions but then using the Left Trigger results in constant firing to the left.
Anyway, for now I’ll just play with the mouse and keyboard. Perhaps it’s something specific to the controller or OS I’m using.
@Shujaa Yeah, I actually think the HP gear is sorta crappy anyway since a lot of it at best makes you be able to take 1 more hit, and that extra life is sort of tied up in being committed to wearing equipment that only offers that health and no other stats.
Welcome to the forum and thanks a lot for the feedback! Replies below:
Regarding gameplay, it’s fun, but I’ve noticed that I almost never use either the totem powers or the soul orbs
That has been a common complaint, and we agree. In retrospect, we understand that we made the Super Castlevania IV mistake, in that the primary weapon considerably outpowers the subweapons. This is probably the exact opposite approach we should have taken!
We buffed the soul blast and totems in a recent update, but it sounds like we might not have done enough. In our next major update, we’re adding a ton more items, and we’ll try to tip the scales towards the optional abilities.
I’ve also quickly learned to loathe certain enemies and traps in this game with a fiery passion. It’s like in Serious Sam - you easily figure out which type of monster is going to be the first on the list of brutal omnicide.
Most players hate the owls!
This is just a small personal suggestion, but I think that it would be a nice touch if, whenever Raga dies and becomes a ghost, his body stays in the level until the player either leaves for the next level or finds a resurrection circle
I think that’s a great suggestion, and something we envisioned early on, but never actually implemented. I’ve added it to the list!
And I haven’t played far enough to have unlocked any characters, but when you choose someone else, does Raga appear in Amberfall as an NPC? Or do any of those characters show up in Amberfall after you’ve unlocked them?
There was a task to add the unlocked characters to the town but it got deprioritized several times during development. I’ll bubble it up again.
And one last question; Someone else on this forum had suggested giving Raga extra animations (idle animations, death anims, etc), and went as far as making his own sprite sheets as a demonstration. Do you plan on doing anything of the sort somewhere down the road, in the near or far future? Because again, little atmospheric touches tend to go a long way.
So, we made a mistake early on in development, actually during the Kickstarter when we promised unlockable characters. We made the decision to add them before we had enough insight to consider the ramifications that would have. These days we realize that all the effort of character design, balancing, and especially art/animation should have been put into just the main character, instead of spreading ourselves too thin over multiple characters. So long story short, we agree that animations are great, and we would have more of them if we hadn’t spent so much time on the other characters. When I first made Raga, I added a few extra animations including pain frames, idle animations, and a secret easter egg where he’ll curl up into a ball when positioned on a rug.
That’s all I’ve been able to work on so far, but there are some additional animations I’d love to do. Specifically I want to add an idle animations where he sticks out his tongue, and I want to give him dashing animation where he’s on all fours like a dog :) Hopefully I’ll be able to work on that in an update.
In general, AWL is a great way to kill an hour or two in its current state, with pretty solid gameplay and a very memorable protagonist (Raga plushies: MAKE IT SO), and I see a lot of potential in its future.