Davyria Heroes of Eternity

https://youtu.be/Hc8Clg3XoFM
A sample Vid of early gameplay.

how early is it? because it looks sluggish and lacks impact.

Does look really early and yes needs tonnes of work, but I’m also interested. Will have to wait and see how it develops.

Is it Early Access? Steam doesn’t list it as such. http://store.steampowered.com/app/593850/

The game web site doesn’t indicate it is an early access game either: http://davyria.com/.

So I think sunandsteel71 meant early as in early on in the game play, not development.

If it’s not in early access, or early in development, I think I will give the game a miss, I have it on my wishlist, but juding from the gameplay, I don’t really think it seems to be all that good. But still, it seems to need a lot of work still.

Yeah I noticed that too but if you look at the Steam Store page their news updates show that they are still doing major updates/additions to the game which is weird in light of having no early access status.

The game does look a little interesting and reminds me a bit of Sui Generis / Exanima.

Sent from my SCH-I605 using Tapatalk

Yeah, it looks like he’s released a game but will continue to update it. Other games have done similar, e.g. Victor Vran.

It does look interesting.

Hi guys.
I’m the Developer of the Game. I saw the post in this forum and registered.
Davyria was a hobby project for about 2 years and I did most work on my own. I was inspired by the dark souls series. However, I’m still improving some smaller things, when I find some time (it is still my hobby). I recently released a free demo, so feel free to try it :slight_smile:
And I’m always happy to get some feedback and suggestions to further improve the game :slight_smile:

Welcome to the Grim Dawn forum, agent_smith. I noticed the demo and I think I will give it a try asap.

Interesting on the Dark Souls inspiration. I mentioned above that it reminded me of Sui Generis/Exanima http://www.baremettle.com/

The reason for that is 1) the top down view of course, but more noticeably, 2) the combat physics tending to the more realistic side.

Either way interesting even if sunandsteels video looked a little barebone’s, forgiveable tho for a one man project. Looking forward to trying the demo out.

Hi agent_smith, welcome to the forums!
I’ll give the demo out as well.

Here’s a Let’s Play: https://www.youtube.com/watch?v=e4_6ESvR4-4&t=375s

I given the demo a go, first thing I noticed that with the default shield, I still took damage when I was blocking stuff, like arrows. Blocking seems kind of pointless in that regard. While the combat is slow, and seems kind of tactical, I really dislike if you die, you have to start over again. would also be nice if there were more ways to heal you. another thing, the colour of the red for the health, it could be a bit brighter, at least for me, it seems a bit on the dark side, and not that easy to see.

I admire you done this on your own, but I do feel this could be better as an early access title. Still think it needs some improvements still. But then again, after giving it a go, it has potential. So I do hope you continue to work on this.

Enemies respawning is intended as I took my inspiration from dark souls :wink: . You can open shortcuts, so you don’t need to fight all enemies again and again.

But I think I might improve the strength of shields (Have a lot of work to do now, but I’m going to make a new update).

I’m still working on some other updates like improving the prayer system and adding more prayers to the game.

Gday mr farmery.

Have you played much of the Souls games? The combat here is based around the Souls mechanics which is a mixture of physics, animated and stat based combat with a focus on strict resourse manage and attack/ block/ dodge/ maneuver timing.

In my brief description of the vid on my ýoutube channel i basicly stated this… seems most of the people who posted here didnt read the couple of lines in the vid description, but as the Developer pointed out i was right to say the combat mechanics were a DS clone.

In fact he did a really good job of capturing the core style of the DS combat system. Those people however who have not played much DS can be forgiven for not picking up on this :slight_smile:

To answer the shield query. In DS your starting shield does not block 100% of physical damage either… so this is no surprise. You can get a shield with 100% phys block but the game makes you work for it a bit… gear upgrade! Something èlse agent_smith has introduced is a dynamic block system where the hit boxes or collision mesh registers hits on the non shield side, even if your shield is raised, and applies full damage for the hit. A realistic mechanic.

Personally i would love to see agent_smith add things to this game that i felt were lacking in DS.

  1. A passive or active skill system beyond stat point distribution.
  2. A more fleshed out itemization system. Even with only 3 gear slots the game would benefit from a more arpg oriented loot system.

I dont mind the fact you go back to your last save point or waypoint if you die, this is more of a rogue like or action platformer game design and it forces you to get better at the gameplay in order to progress through the game. However it is not like GD which you can play one hand on mouse/ half attention diverted elsewhere 70% of the time. In this way GD has a more relaxed playstyle where a game that is based on player reflexes demands more constant focus and is thus less relaxing for old gamers like me.

Nice work agent_smith. I will try and spend more time with your game and send you anything i think might be useful feedback.

Thanks for answering, no I not played a DS game, having some extra ways to heal would be good (having one shot potions that you can pickup, or health from certain monsters. I am finding the 3 healing limit to be annoying. I only have given the demo a bit of a go, not sure I really like the slow pace of combat, so might not really stick with it.

but thanks for answering, I will give it another go.

I think having some extra healing spots, would make the game a bit more enjoyable, especially as you got to be so careful with your health. but like I said, I will give it another go.

good luck.

just focus on getting all the features in that you want. and of course make it playable. balancing can always be done later.

after a bit of playing, I got to the first boss, he seems really hard as nails. blocking seems pretty pointless, as he can do a lot of damage, and the starting shield doesn’t seem to block a huge amount against his hits.

I then switched to a 2H weapon, that annoys me still, the boss can still hit you as soon as you hit him, I tried several times to take him down, and I end up using all my prayers and end up dying.

would be nice if the prayer doesn’t freeze you for so long, really annoying to prayer / heal in a middle of a fight and get killed as you couldn’t move out of the way.

my other complaint is also back at blocking, I understand it also takes energy to block, but I feel if you want 1H weapons to be viable, then I think blocking should take less energy, I find it annoying to block, then try and attack something, only to find I have little energy to attack back.

also, would be good if 1h and 2h weapons were on their own rows, (easier to know which is which in the menu) also, would be nice if you do equip a 1h weapon, maybe either auto equip the last shield you used, or a prompt to equip a shield, as there is little point in having a 1h weapon without a shield.

I guess I should level up a bit more before I face that first boss again, but he really does hit hard, and his cheap attack on you when you do hit him is annoying, and you can’t seem to block that at all. I don’t mind learning to dodge his attacks and learn when to attack him. but that annoying counter attack just makes him a bit unfair. But I will give him another shot and see if I can defeat him.

Clearly you haven’t played a Dark Souls game! :slight_smile:

You need to have timing and position as well. The sword and shield, or weapons, are merely tools to allow you to defeat your opponent. You have to supply the position, timing, and resource useage (stamina) in order to make it happen.

You need to figure out the mobs move set and then decide how best to fight it. Some bosses you just don’t block, you dodge - and that involves timing. You can dodge/roll through a mobs attack and not take damage.

Also, it costs stamina to block an attack, and mobs/bosses can hit especially hard and drain all your stamina; which means you have no stamina to dodge out of the way of an attack - which means you die.

Dark Souls battles are meant to last a bit. You’ve got to be observant and patient.

Edit: As an example, you might roll into an attack to position your character next to the boss. Hit it once or twice, then roll out. Sometimes it means you try to position and can’t attack because of bad timing or luck.

tried the demo, liked it so far, only trouble/problem i see are some of the movements (maybe its me) but i like it :slight_smile:

deciding to support you and maybe going to buy the early access of it :wink:

edit: have to agree the blocking seems a bit pointless, you still get hit and you lose a good amount of stamina

I do hope that the blocking system gets changed. it is pointless, either you block too much then can’t attack, or you attack too much then can’t block. but yeah, you still take a lot of damage when blocking.

I don’t think blocking should cost stamina, or lower the amount of energy needs to block.

Also my other gripe is with 2H weapons, It seems every time I attack, I attack twice, and on the second attack / swing, it leaves me open to attack. I would prefer only to swing once. But I do feel that 2H weapons, so far don’t seem that viable, (at least against the first boss, which I still haven’t defeated yet.

I will keep a watch on this game, I may decide to get it at some point. But like I said, it has promise and potential, just needs some balance changes and improvements.

Edit

Just had an idea, you could have blocking use 1/4 of the energy bar, (and a different colour) so attacking doesn’t completely drain the ability to block, You would have to balance this, so that there is still enough energy to attack successfully, But at least if you do drain the bar, you can still block. So blocking energy is reduced, but you can’t block forever. I think that would be a good idea to improve blocking, then increase the amount of damage that does get blocked as well.