Gaming Ever Oasis

Meteor7

Guess where this thumb goes.
Member
Joined
Jun 9, 2014
Messages
1,336
Trophies
1
Location
a fit of spasms and accidental black magic
XP
4,644
Country
United States
Oh, that demo was disappointing. The combat is very simplistic, which on its own isn't a terrible thing, games like Boktai 2 and Ys Oath in Felgana manage to have very engaging and rewarding combat while still being very simple, but the enemy design is terrible. Enemies have such little health that they go down in just a few hits, but they're also incredibly nonthreatening, being simple to either stunlock or just to kill before they even have a chance to attack. They take a huge amount of time telegraphing their attacks, and when they do actually attack, they can be easily avoided just by walking to the side; the dodge-roll seemed entirely superfluous. Because of this, every encounter felt like a throwaway fight, and it gave very little satisfaction or sense that the combat system was something to be learned and mastered. I would have liked to see some serious changes in the game, namely;

1.) Make the enemy attacks hit harder. Getting hit feels without any consequence.
2.) Make enemy attacks come out much faster. It feels like I'd need to be comatose to actually be in harm's way. Make me pay closer attention, dammit.
3.) Give enemies more attack varieties than just their standard one, and have them each have their own speeds and ranges. As it is now, it seems like every enemy is a one trick pony, making the player use a rinse-and-repeat strategy to defeat them. By adding variety, I think the player will feel a sense of progression and mastery of the game when getting to know enemies' movements and attacks starts to make an actual difference in the outcome of fights. I'm imagining this being something the player doesn't even consciously notice is happening.
4.) Make the different attack types mean something. The best reason I can find to mix up my attack types between light and heavy is to avoid monotony. I think there needs to be chargeable heavy attacks, or maybe give heavy attacks a chance to inflict some status ailment. Maybe they could make a system where heavy attacks can interrupt enemy super-moves, but the moves come out almost as fast as your heavy attack, meaning the player needs to be familiar with the signs telegraphing the enemy attack and anticipate the windup to interrupt it with a heavy attack, because starting a heavy attack after the super-move has already started won't give you enough time to get your attack out. This will reward experienced players who are familiar enough with the enemy's attacks to anticipate the move, or maybe the technical players who might start their heavy attack outside the super-move's hitbox so that the enemy misses them while their heavy attack is running through it's windup, only to hit the enemy after it's finished. I don't know if that's the best way to implement that kind of mechanic, but it's something.
5.) Make player attacks able to be dodge cancelled just a tiny little faster. Maybe it's just me, but I feeling like I can dodge out of an attack fractions of a second before it actually lets me. I dunno, this one's not so important.

But really, I only played the game for 50 minutes, during which I spent maybe 10 in actual combat, so I can't say for sure what would make this a better game; these are just some ideas I feel which would make the combat more rewarding and significant while still preserving the general style.
 
Last edited by Meteor7,

PrincessLillie

(Future) VTuber
Member
Joined
Nov 28, 2013
Messages
2,921
Trophies
3
Age
21
Location
Virtual Earth
Website
lillie2523.carrd.co
XP
4,802
Country
United States
Oh, that demo was disappointing. The combat is very simplistic, which on its own isn't a terrible thing, games like Boktai 2 and Ys Oath in Felgana manage to have very engaging and rewarding combat while still being very simple, but the enemy design is terrible. Enemies have such little health that they go down in just a few hits, but they're also incredibly nonthreatening, being simple to either stunlock or just to kill before they even have a chance to attack. They take a huge amount of time telegraphing their attacks, and when they do actually attack, they can be easily avoided just by walking to the side; the dodge-roll seemed entirely superfluous. Because of this, every encounter felt like a throwaway fight, and it gave very little satisfaction or sense that the combat system was something to be learned and mastered. I would have liked to see some serious changes in the game, namely;

1.) Make the enemy attacks hit harder. Getting hit feels without any consequence.
2.) Make enemy attacks come out much faster. It feels like I'd need to be comatose to actually be in harm's way. Make me pay closer attention, dammit.
3.) Give enemies more attack varieties than just their standard one, and have them each have their own speeds and ranges. As it is now, it seems like every enemy is a one trick pony, making the player use a rinse-and-repeat strategy to defeat them. By adding variety, I think the player will feel a sense of progression and mastery of the game when getting to know enemies' movements and attacks starts to make an actual difference in the outcome of fights. I'm imagining this being something the player doesn't even consciously notice is happening.
4.) Make the different attack types mean something. The best reason I can find to mix up my attack types between light and heavy is to avoid monotony. I think there needs to be chargeable heavy attacks, or maybe give heavy attacks a chance to inflict some status ailment. Maybe they could make a system where heavy attacks can interrupt enemy super-moves, but the moves come out almost as fast as your heavy attack, meaning the player needs to be familiar with the signs telegraphing the enemy attack and anticipate the windup to interrupt it with a heavy attack, because starting a heavy attack after the super-move has already started won't give you enough time to get your attack out. This will reward experienced players who are familiar enough with the enemy's attacks to anticipate the move, or maybe the technical players who might start their heavy attack outside the super-move's hitbox so that the enemy misses them while their heavy attack is running through it's windup, only to hit the enemy after it's finished. I don't know if that's the best way to implement that kind of mechanic, but it's something.
5.) Make player attacks able to be dodge cancelled just a tiny little faster. Maybe it's just me, but I feeling like I can dodge out of an attack fractions of a second before it actually lets me. I dunno, this one's not so important.

But really, I only played the game for 50 minutes, during which I spent maybe 10 in actual combat, so I can't say for sure what would make this a better game; these are just some ideas I feel which would make the combat more rewarding and significant while still preserving the general style.
The point of the game isn't the combat system. It's to grow your oasis. If all you care about is the combat, this isn't your game.
 
  • Like
Reactions: Oschara

Meteor7

Guess where this thumb goes.
Member
Joined
Jun 9, 2014
Messages
1,336
Trophies
1
Location
a fit of spasms and accidental black magic
XP
4,644
Country
United States
The point of the game isn't the combat system. It's to grow your oasis. If all you care about is the combat, this isn't your game.
It isn't an optional part of the game, it's a huge part of the core gameplay. Oasis building can't happen at all unless you spend time fighting. This isn't about me harping about some auxiliary part of the game, but even if it were, saying something defensive like "if you don't like it, don't play it" doesn't invalidate any criticisms either.
 
Last edited by Meteor7,
D

Deleted User

Guest
Another thing that bugs me is the performance. plenty of big slowdowns in combat even on a N3DS, which is pretty pathetic.
 

Meteor7

Guess where this thumb goes.
Member
Joined
Jun 9, 2014
Messages
1,336
Trophies
1
Location
a fit of spasms and accidental black magic
XP
4,644
Country
United States
Another thing that bugs me is the performance. plenty of big slowdowns in combat even on a N3DS, which is pretty pathetic.
Yeah, I noticed that too. Turning off the 3D gets rid of it, but a game like that really shouldn't be slowing down and dropping frames on a New3DS. It's possible a later patch could address that, but even still.
 

Proust

Well-Known Member
Member
Joined
Mar 28, 2017
Messages
107
Trophies
0
Age
101
XP
518
Country
Swaziland
There's healthy curiosity and love from my side. We'll see when the game comes out how big of a summer love this will become for me.
I'm happy at least that it doesn't get forced onto me like they did with ARMS and doing now with SMO, such an overkill.
 

PrincessLillie

(Future) VTuber
Member
Joined
Nov 28, 2013
Messages
2,921
Trophies
3
Age
21
Location
Virtual Earth
Website
lillie2523.carrd.co
XP
4,802
Country
United States
Another thing that bugs me is the performance. plenty of big slowdowns in combat even on a N3DS, which is pretty pathetic.
Are you sure? I'm trying the demo now and I'm not experiencing any frame drops or slowdowns. And I'm on an Old2DS.
 

Oschara

Well-Known Member
Member
Joined
Jan 4, 2017
Messages
285
Trophies
0
Age
38
XP
503
Country
United States
Are you sure? I'm trying the demo now and I'm not experiencing any frame drops or slowdowns. And I'm on an Old2DS.

Ran it on my Unicorn and it ran without a hiccup. I for one thought it was an amazing demo. Cannot wait! Reminds me of a zelda game!!! Which is amazballs
 
  • Like
Reactions: PrincessLillie

PrincessLillie

(Future) VTuber
Member
Joined
Nov 28, 2013
Messages
2,921
Trophies
3
Age
21
Location
Virtual Earth
Website
lillie2523.carrd.co
XP
4,802
Country
United States
D

Deleted User

Guest
Are you sure? I'm trying the demo now and I'm not experiencing any frame drops or slowdowns. And I'm on an Old2DS.
I'm very sure, I'll still give the demo another try since I didn't take too long with it.
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
    SylverReZ @ SylverReZ: @GhostLatte approves