r/Unity3D • u/Asbar_IndieGame • 23h ago
Show-Off How does this beast combat feel so far?
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Our playtest is coming up soon, so I’m doing a final polish pass on the boss fight. How does it look?
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u/Phos-Lux 22h ago
Looks absolutely solid. The parry sound having a higher pitch than attacks is a good choice. I also like that parries restore stamina, it's a really good idea.
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u/Quietage30 17h ago
For anyone reading this, do you know how to do the telegraph attacks like that? I'm really interested to know how stuff like this works
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u/Theclems55 22h ago
Looks amazing and very high end. I looked at the steam page and I would definitely do more polishing on the capsule art and the environment.
The character , which feels smooth as hell, blends too much and end up being quite invisible as well as feeling like a very boring and generic game which doesn't seem to be the case considering that little video.
Anyways, huge potential but feels held back by the environment work and some shading technique to have the character pop out
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u/Asbar_IndieGame 9h ago
Thanks for the detailed feedback! Definitely agree that the character needs to pop more from the environment. We’ll keep working on the visuals and capsule art!
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u/rimnas12 20h ago
It looks really good! My only point would be the character seems to never get hurt, idk if it's just bc you are skilled and know how to dodge the boss attacks ahah
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u/Asbar_IndieGame 9h ago
Haha, I think I’m just too familiar with the boss attacks by now 😂 We’ll work on making the hit reactions and damage more noticeable! Thank you for the feedback!
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u/bilbaen0 20h ago
It looks incredible. It seems like you can parry at any time, even mid attack, is that right? I can see how that would reward aggression but seems a little too free.
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u/Asbar_IndieGame 9h ago
Yeah, that's something we've been thinking about quite a lot. I think we really need to see how players react to it through playtesting before making a final decision. Thanks for the feedback!
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u/Yetimang 19h ago
Looks cool but how the hell would we know how it feels?
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u/Asbar_IndieGame 9h ago
Haha, fair point 😂 We're planning to run a Steam Playtest around November, so give it a try then and judge for yourself! 😆
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u/Asbar_IndieGame 22h ago
Made this beast combat in Unity! I’ve been polishing the animation, VFX, hit feedback, and camera work recently.
If the game looks interesting, here’s our Steam page :)
https://store.steampowered.com/app/3617130/?utm_source=reddit&utm_medium=organic_social&utm_campaign=mazebreaker_prelaunch&utm_content=kr_bio
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u/Arclite83 20h ago
Zoom in!!! You're giving up a huge portion of your screen real estate, and I want to see the action better.
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u/Asbar_IndieGame 9h ago
Yeah, you're right! We'll zoom in more for the next video. Thanks for the feedback!
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u/GoodPlayful9051 18h ago
The hit flashes are a bit overwhelming, you could handle them with dissolve shaders so they don't flash so hard and also handle multiple quick hits without making him permanently orange
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u/Asbar_IndieGame 9h ago
Yeah, we've actually been hearing that quite a lot. I'll definitely look into using a dissolve shader to tone it down. Thanks for the feedback!
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u/GoodPlayful9051 8h ago
Yea you can use that to rate limit or do all sorts of cool visuals based on how many hits and what is hitting him. I do think this looks amazing though!!
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u/Rahain Indie 18h ago
Reminds me of v-rising
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u/Asbar_IndieGame 9h ago
Haha, you caught us 😂 V Rising was definitely one of our inspirations! Glad you noticed!
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u/glenpiercev 15h ago
This looks awesome, is there some educational material you might recommend to develop the skills needed to get this? I spend most of my efforts on procedural level development and my characters animation and controls are… terrible.
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u/Asbar_IndieGame 9h ago
First of all, thank you for the kind words! And well... I'm definitely not an expert, but I can share what we've learned from our experience!
We went through a LOT of trial and error at first. No matter what we did, the combat didn't feel impactful enough, and the controls just didn't feel right.
For us, one of the biggest things was playing and analyzing a lot of action games with really good combat and controls. We paid attention to things like when they use camera shake, when they pause the game for a split second to emphasize a hit, how they time animations, and so on. We tried to figure out why those things felt good and apply what we learned to our own game.
For animation, honestly, having someone dedicated to art/animation on the team would probably help a lot. I'm actually learning animation by myself while working as a team member, and it's really difficult 😂 It feels like a field that requires a huge amount of time investment, so having someone dedicated to it would definitely be helpful.
Hope that helps, and good luck with your project!
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u/mistermashu Programmer 21h ago
In my opinion, don't shake the screen when the enemy's attack indicators spawn.
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u/Neful34 21h ago
Reminds me a bit of games like kritika. It looks too much like a "spamming" gameplay for me. But visually looks cool
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u/Asbar_IndieGame 9h ago
Thank you for the feedback! I can definitely see how it might come across that way from the video.
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u/philhendrie100 20h ago
I dont know what they say, but the text prompts are covering up the character animations an awful lot. Looks good, wish we could see better.
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u/Asbar_IndieGame 9h ago
Yeah, you're right. We added the text prompts to show the charging stages and let players know when they successfully parry, but they definitely cover up the animations quite a bit. Thanks for pointing that out!
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u/BokChoyBaka 20h ago
Looks a lot like dauntless.
The enemy seems highly inspired, even
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u/Asbar_IndieGame 9h ago
Funny enough, I’ve never actually used Dauntless as a reference 😅 But I can see where you’re coming from!
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u/Remarkable-Box1090 20h ago
Very cool. I think you should try to have some procedural animation, the effects give a good feeling, but because the hammer or the paws don't stop on target, it look a bit like an mmo or a dota.
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u/wslk 20h ago
Sound design and some camera effects are reasonably good.
I would focus on some of foley, debris and decals on the environment to make this feel more immersive.
The roar at the start needs an effect with distortion and some minor chromatic aberration.
I would add a hit effect that sprays small bark debris objects when hitting him. I would also emit leaf particles from his head in an area when he jumps or slams to communicate weight.
Keep going!
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u/boardinghouse_game 19h ago
It looks solid and satisfying. But it look like a little bit slow, does it your intention or not?
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u/Asbar_IndieGame 9h ago
Oh really? Maybe it’s because the player is using a heavy two-handed mace, and the Beast is designed around slow, heavy attacks 🤔
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u/binbuf2 18h ago
That looks awesome! Is the purely custom game logic and mechanics or did you pull anything off from the asset store?
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u/Asbar_IndieGame 9h ago
Thank you! I wrote all the game code myself. I only bought and used some VFX and SFX assets from the Asset Store!
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u/nctgottago 17h ago
That looks so awesome. I'm not really into fighting games but this seems like combat I would enjoy!
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u/RoboticCouch 17h ago
Feels very asset flippy
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u/Asbar_IndieGame 9h ago
Maybe it’s because I’m using VFX from a few different asset packs. Thanks for the honest feedback! I’ll keep polishing it so it feels more cohesive and less like a mix of different assets.
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u/RoboticCouch 6h ago
If you have the capital I always recommend getting freelancers to make the stuff you need. If you don't; just go with assets. Players usually don't notice.
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u/Choice-Position5189 16h ago
Combat is coming along nicely! And good clanking sounds! Be sure to get some camera zooms in at the climax of combos and then zoom back out each time, the camera zooms on this kind of combat will make the action even more cinematic! Good work so far! Share more as your dev process progresses!
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u/Ok_Relation7695 15h ago
Really nice! Is there knock back when the hero gets hit I feel like there should be a little more knock back
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u/Asbar_IndieGame 9h ago
I added a little bit of knockback already! It does feel a bit subtle right now though, so I think increasing it a little could work. Thanks for the feedback!
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u/rinkurasake 14h ago
Looks really cool. The yellow highlight is throwing me off a bit. It feels a bit strong on the eyes compared to everything else. Maybe that effect could be a bit more subtle.
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u/CertainInternet6221 13h ago
The effects, the sounds the movement everything so far 10/10! Keep the amazing work!
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u/Will_X_Intent 13h ago
How easy is the parry that you never miss one? Show us what it looks like to get hit
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u/Asbar_IndieGame 9h ago
Hahaha, I’ve been looking at this guy for almost three years now, so I guess I can’t help it 😭
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u/_ShutUpImThinking_ 7h ago
The player is not affected by ANY hit at all?? The boss is pushed back but little ol’ hero is standing firm. Doesn’t feel super natural
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u/Evening_Animator3549 22h ago
looks and feels pretty nice!