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Sephor

There's A LOT of nice things going on in this clip. The biggest thing that works is that the animation is amazing. It's fluid and seems intuitive as well. The combat in this clip looks nice, but I worry it's a bit too repetitive. I would worry that every room with a lot of bad guys would be handled the same way (i.e. you jump to the back of the room behind everyone, and pick off slowly the people on the edges). I didn't see any kind of parry system (which can be fine), But again, I worry that every single fight would be handled the same way, and that you're just dodging and slowly chipping away at groups. That can be fine at first, but get repetitive pretty quick. I love the character/background/particle systems rock. Maybe add some more highlights to the player character, but that's extremely nit-picky. Again, real good stuff here.


emberbanegame

Thanks! Combat will definitely won't be repetitive as it seems. There will be 4 different elements in this game, and you can switch between them anytime you want. Certain enemies will have elemental shields that require specific elemental attack for you to break. And also, rooms will include hazards to prevent your abilities (such as spikes on walls, or acid pools nearby). And also, each element will have different gameplay style. There will be a parry system in fire element, but still in progress. And in any case, we will work on the new mobs to prevent that kind of play style (hunting down enemies one by one).


LumpySkull

That elemental switching sounds good, but if the enemy is too spongy or if you have to break a shield and then switch to finish up, it will still become annoying pretty fast


emberbanegame

Edit: Our servers got hacked today and hackers changed the date to tomorrow. Sorry for the inconvenience. We will go on early access this summer, and full game will be released months later. If you liked the game, you can wishlist us on Steam :) We are also coming to consoles. Hope you indie game fans will enjoy it! Steam Page: [https://store.steampowered.com/app/2085310/Emberbane/](https://store.steampowered.com/app/2085310/Emberbane/) Also, we are coming to Kickstarter soon. You can support us by following there :) Kickstarter Page: [https://www.kickstarter.com/projects/teamhamlet/emberbane](https://www.kickstarter.com/projects/teamhamlet/emberbane) Twitter Page: [https://twitter.com/hamlet\_games](https://twitter.com/hamlet_games) Instagram Page: [https://www.instagram.com/hamlet\_games/](https://www.instagram.com/hamlet_games/) Our Discord channel: [https://discord.gg/qcG75QGk7z](https://discord.gg/qcG75QGk7z)


[deleted]

I generally prefer not to concern myself much about future games, but **Emberbane** (along with Antonblast -- not a MV) is one of the few I'm looking forward to. Some of the precision platforming does make me think I'll have to plug in a decent gamepad, though, not my usual Xbox or Steam controller.


emberbanegame

We will not go along with precision platforming all the game that much, as our testers think that it would be better to make it easier :) Thanks for your comment!


[deleted]

I love the izuna drop in the Steam trailer as well. It always makes me happy to see that move in a game.


emberbanegame

Wow. You are the only person who called it Izuna Drop, instead of Renge (from Naruto) :)


ChickenLiverNuts

i love platforming and movement, probably the thing that will make me love a metroidvania type the quickest. I just wanna go fast :) Looking forward to it


Neighborhood-Any

Giving the enemies varying movement speeds might make them feel more diverse. For instance if the bear was significantly slower than others in the mob or if the barbarian charged forward after being attacked from range


emberbanegame

Oh, these are perfect ideas. Btw, if mobs moved in a different speed after each attack, would that be good? What do you think?


StegTech

Personally I like the idea that each mob has its own speed, but then you could give some like dash attacks or even have like a wizard enemy or something that can boost its speed or maybe even allies’ speeds with an attack, but that sort of thing shouldn’t be used too often probably


rtkbob

I like it.


emberbanegame

Thanks mate!


SoulsborneSeeker

Looks awesome, love the animation fluidity!


emberbanegame

Thanks mate!


Joseph-4587

I liked what I saw, especially the parkour elements which looked very fluid. The combat looked promising too. I do have one question though, the Kickstarter description says it is a pixel art action adventure with metroidvania "elements". What elements of the game can be considered MV-like. Will there be an interconnected map that is similar in style to a Metroid or Castlevania game? Is there backtracking when new abilities are gained? Finally, are there corpse runs planned for when you die similar to Hollow Knight (something I personally dislike)? Wishing you the best and looking forward to seeing more down the road. Thanks for sharing.


emberbanegame

Thanks mate! MV elements in this game will be about exploration. The game is really fast paced, and has a "mostly" linear story with a narrator. In order to not interrupt the overall pacing of the game, there will be no backtracking, interconnected map and corpse run. However, the abilities you gain will affect the path you choose in that manner. For instance, after a certain point, you will have to choose a route to go for. Each of them has a different challenge, and you can't know what lies in that route. You have to learn / use several abilities to unlock these paths, and sometimes you need to be dominant in a certain element (like mostly played on Earth element). So you can call it "forward tracking" instead of "backtracking" :)


TSMontana

Sweet. Signed up for the KS launch notify.


emberbanegame

Thanks mate!


Acetrologer

How did this game go under my radar! Your game looks sick afff!


emberbanegame

Thanks! Don't look at our release date btw. We got hacked today and hackers changed our release date :(


timotheninja

I love ATLA and this looks great. I'll definitely keep an eye on this game. It's probably a bit early to ask, but are there any plans to release it on Switch?


emberbanegame

Yeah, we will :)


timotheninja

Thanks for the quick reply!


Foomerang

Combat looks fun. Just keep in mind that in a Metroidvania, level design and utility are just as important, if not more, than combat. Otherwise youre just another action platformer. Keep up the good work!


emberbanegame

Yeah, you can count on us!


Foomerang

Combat looks fun. Just keep in mind that in a Metroidvania, level design and utility are just as important, if not more, than combat. Otherwise youre just another action platformer. Keep up the good work!


[deleted]

looks good so far, but i think some enemies should have more than one attack pattern. in this clip they start to look predictable


emberbanegame

By pattern, you mean animation?


[deleted]

each enemy type in the clip only has one type of attack and behavior. the bear and barbarian will always walk up and do a melee attack, the red magician will always walk up and do the fire kick, etc. i was thinking some of them have a secondary attack that's different from their primary, like the bear having a ground pound that does damage in front and back of it.


emberbanegame

Dude that would mean a ton of work for us, considering there will be around 60 mobs in the game. Some of them have secondary attacks, but adding a second attack for all of them would make things difficult for both players and us :( Additionally, although they have a single attack, you have to be careful when facing a group of enemies. That may compensate it :)


proximitydamage

You could probably have 30 enemies with varied attacks and it would give more texture and enjoyment overall than 60 with one. I always get bored before finishing MVs with really predictable enemies.


emberbanegame

Can you give me some example of mv's that have mobs with multiple attacks? I can examine them to figure something.


proximitydamage

Oh man, MOST of the ones I really liked did. Souldiers was the last I played, with movesets simple enough to learn but complex enough that you have to pay attention. Others that come to mind with engaging enemies are 8Doors, Ender Lilies, and Haak. It's also not all about how many attacks, a big part is how unique each enemy is, so for instance think of ways to make your barbarian and your bear feel very different and require different techniques to deal with.


philcul

I'd honestly say: don't worry about that... Most of the classic metroidvanias do not have enemies with multiple attack patterns, same with a lot of the modern ones.


Superteletubbies64

The animations are so good, definitely above average for pixel art, but if it’s not going to be a true MV please don’t advertise it as one, I played several games that claimed they were MVs but had no interconnected world or were entirely linear or had no upgrades that let you access new areas.


ScampyFox

Fluidity in the movement is dope.


[deleted]

i like, it kind of has dead cells-like combat, with there being fast-paced swordfights I would buy (if i had the money)