Made a small tweet and people seemed to dig the Barghest
It's part of the fun of making games btw... coming up with monster designs. Many, like the Barghest, are closely adapted from real-life folklore, mythology, etc. While others, like Argus are more loosely adapted. And finally, others like the Zephyrac, Thundermob, and Finaevi are completely original ideas.
Hey, how y'all doing? Stuff is lookin' stellar like always, but is development going good? No snags? Y'all remember to take regular exercise and sleep eight hours every night?
Hi, alice! Thanks for checking in! We're all doing great! In fact, the December holiday season was slow development-wise because we did take time off! I hope you're doing well too!
I just finished playing the demo and its looking really good. I just wishlisted on steam! looking forward for the full release.
Thank you so much! Comments like yours are incredibly motivating, and wishlisting helps us
a lot.
I played the demo for about an hour. Obviously pro work, so I don't know if I have a lot to comment. Great visuals for the style you were going for. One thing that came to mind is that I think the game could benefit from some environmental interaction/comments when you click around the maps. Also some of the enemies in the beginning hit pretty hard. I probably would have died in two fights if I didn't just happen to fill out that meter to gain a special strike. But the game mentioned I should run away if the fights get hard, so I think that's a design choice. Also personally I'd make the music take a bit more of a role at least in some maps.
Thanks for your feedback! I agree with you on the environmental interaction. Some maps, later on, do feature more interaction (mining, jumping ledges, moving a stone or two, etc), but overall the game does not feature highly interactive environments.
As for the enemies hitting hard... that is indeed a design choice. As the story progresses, as you level up, and as the game starts opening up you'll become a manafinder no beast will want to mess with
The game is no cakewalk, but it's not "dark souls" hard either. The first part tends to be harder as people learn the mechanics of the game. Healing up and being cautious are important in this game! It adds a layer of strategy for the "1-2" party member approach I had in mind plus thematically it goes along with the idea that the "world is so brutal there's almost no civilization".