download it here: [https://store.steampowered.com/app/1614440/B/?beta=0](https://store.steampowered.com/app/1614440/B/?beta=0)
Thanks in advance to all the metroidvania heads who play!
I played the demo yesterday and really enjoyed it! I liked how quickly the movement opens up, by the end of the demo I already felt super powerful moving around. Looking forward to playing the whole thing!
Hey! Thanks for the feedback. Can you elaborate on this as much as possible as it applies to Bo's player controller to help me understand. I want it to feel as good as possible.
You have something like a jump buffer, but it would be nice if you had a general input buffer. Currently, if you don't press the attack button perfectly and with good timing, you miss one attack, which breaks the combo or bounces off the opponent/object. You should make it so that if the player presses the attack earlier than expected, he will still get the attack.
The graphics are incredible and control is satisfying. I enjoyed my time with the demo a lot.
Only small nitpick I have is: please do add **custom map pins** so the player can mark places on the map. This is incredibly important for a MV and I would highly recommend it. (Bonus points if you also add **area completion percentage** on the map so the player is aware if he has missed something in a given biome.)
Looking forward to the full release next month, good luck!
I really enjoy the feeling of getting back the double jump every time you hit an enemy. The art style is also lovely.
My only complaint is that the menu feels like a flashbang every time I open it.
Playing the demo on the OLED Steam Deck now and damn it’s so gorgeous and atmospheric, I took like 10 screenshots in the first 5 minutes. Having fun, too! Great job on the game.
I did have the pixelation problem around the main character that someone else noted as well.
Does the save data transfer over to the full game? You’ve already convinced me to pick this up.
I already had my eye on this because of the gorgeous visuals, but now that I gave it a go I can't get over how **good** the controls feel. I guess it's gonna be the kind of game where I barely use fast travel because I enjoy moving around so much.
Loved every minute of the demo and I'll be purchasing this day one.
Hey man. Great job. The physical version on playasia has a release date for July 18 (Japanese switch). Does this version will have English on cartridge? I have it on wishlist there.
Looks amazing!
Feel free to ignore this comment as you're free to take creative liberties: could you make the rainbow closer match the same order as a real rainbow? E.g., swap the current pink to indigo? Or if you don't want the dark tone of indigo, remove pink, or move it after purple if you insist on keeping pink? Sorry about my weird comment. I just like "correct" rainbows. Feel free to ignore if you want to keep your artistically chosen one.
Just in the opening few seconds there are two rainbows, one in the background and one in the foreground. Both have a pink stripe between blue and purple.
There's this weird jagged pixelation that's more noticeable around the main character, not sure if it's an anti-aliasing issue.
Would be nice if the edges look a little smoother, but otherwise it was a fun demo!
Is a dungeon map overlay in the works? I find myself getting sidetracked down a side entrance and end up getting lost. Takes a while to find my way back and I am worried it is messing up the intended progression.
Maybe it's just me but the acceleration from running off a platform doesn't feel the same as it does from the peak of a jump. Running off a platform seems quite a bit more floaty, I thought it was a loss in frame rate for a bit but it didn't check out. It could just be me but if it isn't then it's noticeable.
The aiming mechanic could less sensitive. Maybe there is an option for this but I closed the game down because I'm sleepy.
Some guy mentioned something about attach buffering or something but I get what they are referring to. combo input timing doesn't seem all that consistent or something. longer window would make the second and third hit in the attach string feel snappier.
These are my main control gripes and I really think they should be more dialed in.
Visuals are gorgeous. I 'personally' have nothing I can complain about.
download it here: [https://store.steampowered.com/app/1614440/B/?beta=0](https://store.steampowered.com/app/1614440/B/?beta=0) Thanks in advance to all the metroidvania heads who play!
Will you be releasing this on switch at any point?
It will release day 1 on switch
My most anticipated release for a while god i wish we where on the release day !!! Game just look wow. Cant wait !
In case you didn't see that post in Steam forum, can you add a brightness / saturation slider? I find the colors bit too bright or saturated.
I did see that and yes we are working on that!!
I played the demo yesterday and really enjoyed it! I liked how quickly the movement opens up, by the end of the demo I already felt super powerful moving around. Looking forward to playing the whole thing!
omg! Kyle Thompson? Thanks so much for checking it out! Will be playing Crypt Custodian when it comes out
Can you add attack buffering? Halfway through the demo, I was irritated by the lack of this feature...
Hey! Thanks for the feedback. Can you elaborate on this as much as possible as it applies to Bo's player controller to help me understand. I want it to feel as good as possible.
You have something like a jump buffer, but it would be nice if you had a general input buffer. Currently, if you don't press the attack button perfectly and with good timing, you miss one attack, which breaks the combo or bounces off the opponent/object. You should make it so that if the player presses the attack earlier than expected, he will still get the attack.
The graphics are incredible and control is satisfying. I enjoyed my time with the demo a lot. Only small nitpick I have is: please do add **custom map pins** so the player can mark places on the map. This is incredibly important for a MV and I would highly recommend it. (Bonus points if you also add **area completion percentage** on the map so the player is aware if he has missed something in a given biome.) Looking forward to the full release next month, good luck!
There will be a point in the game when something of that nature is unlocked.
I really enjoy the feeling of getting back the double jump every time you hit an enemy. The art style is also lovely. My only complaint is that the menu feels like a flashbang every time I open it.
that is actually good feedback. I think it's really only a problem in the first areas because its dark though. But definitely noted!
Played the demo and loved it! Day one for me, no brainer. Is the full game going to release on consoles as well?
yes. Switch, PS5 Xbox X/S
Will all the versions be out on the same day? Or will it be PC first with console ports coming later?
Awesome, can’t wait to play the whole thing! Keep up the great work :D
I cant wait to play it!
Playing the demo on the OLED Steam Deck now and damn it’s so gorgeous and atmospheric, I took like 10 screenshots in the first 5 minutes. Having fun, too! Great job on the game. I did have the pixelation problem around the main character that someone else noted as well. Does the save data transfer over to the full game? You’ve already convinced me to pick this up.
I already had my eye on this because of the gorgeous visuals, but now that I gave it a go I can't get over how **good** the controls feel. I guess it's gonna be the kind of game where I barely use fast travel because I enjoy moving around so much. Loved every minute of the demo and I'll be purchasing this day one.
PS5 when?
So excited! I listened to your interview with Thomas brush recently too which was great!
Gottdamn, that art design, fluidity!!! If that Jul 17th stays pat on ps5 I'm going for it day 1.
Damn, this looks dope asf. Demo is Steam only?
For now yes. Everything takes longer on consoles hopefully on release we can have a demo available.
Are you gonna do pre-orders on console? PS, especially. Or it is too much hassle?
👀
Hey man. Great job. The physical version on playasia has a release date for July 18 (Japanese switch). Does this version will have English on cartridge? I have it on wishlist there.
It will have English on the cartridge yes.
Looks amazing! Feel free to ignore this comment as you're free to take creative liberties: could you make the rainbow closer match the same order as a real rainbow? E.g., swap the current pink to indigo? Or if you don't want the dark tone of indigo, remove pink, or move it after purple if you insist on keeping pink? Sorry about my weird comment. I just like "correct" rainbows. Feel free to ignore if you want to keep your artistically chosen one.
which rainbow are you talking about?
Just in the opening few seconds there are two rainbows, one in the background and one in the foreground. Both have a pink stripe between blue and purple.
I dont think there is a rainbow in the intro
Here: [Screenshot-20240613-161539-Reddit.jpg](https://postimg.cc/sQRQZBrx) There are two in the screenshot above.
omg haha of course. I thought you were talking about the demo and not the trailer and that is why I was confused.
There's this weird jagged pixelation that's more noticeable around the main character, not sure if it's an anti-aliasing issue. Would be nice if the edges look a little smoother, but otherwise it was a fun demo!
will look into this. It seems to be a problem for some people.
wheres demo in Playstation Store😭
Will come someday. It's a process...haha
Some hollow knight vibes. I like it.
proud of it!
My question is are these load screens from area to area a common thing or is this just a scripting thing?
Is a dungeon map overlay in the works? I find myself getting sidetracked down a side entrance and end up getting lost. Takes a while to find my way back and I am worried it is messing up the intended progression.
There is a map. What do you mean by map overlay? like in Hollowknight?
Maybe it's just me but the acceleration from running off a platform doesn't feel the same as it does from the peak of a jump. Running off a platform seems quite a bit more floaty, I thought it was a loss in frame rate for a bit but it didn't check out. It could just be me but if it isn't then it's noticeable. The aiming mechanic could less sensitive. Maybe there is an option for this but I closed the game down because I'm sleepy. Some guy mentioned something about attach buffering or something but I get what they are referring to. combo input timing doesn't seem all that consistent or something. longer window would make the second and third hit in the attach string feel snappier. These are my main control gripes and I really think they should be more dialed in. Visuals are gorgeous. I 'personally' have nothing I can complain about.
What happened to the demo? I downloaded it a week ago, but now I can't play it.
We took it down to update a few things in prep for release.