# Feedback – Blade & Sorcery
swap locations of Next and Play
move Calibrate to other side (more intuitive) [above Play, so it’s more intuitive to jump into the game]
make instructions more visible [i.e., the instructions for opening the menu, and highlight the Settings option]
show number of fighters stopped
have option for just one gender [is it bad that I don’t want to fight women ? :X ]
not just white people ?
“Blade & Sorcery: The Dark Messiah of VR”
clicky noise when in Steam overlay (i.e., after hitting Steam button on Vive controller)
anti-coil feature for cable (help keep rotation more organized) [i.e., the game keeps track of how much rotation the player is doing, and then can show a dial or something that will help the player spin around to uncoil the cable]
can the glitches be fixed and polished out, or taught around [meaning saying “don’t stand on a barrel and stab with a dagger because you can do flying”]? [or like are they inherent in current-gen VR? i.e., all the little physics things: can they be gradually fixed with time, or are they more inherent to the physics engine?]
smooth rotation option [nvm, found the Settings]
record and replay the action (feel more like a badass, and encourage stylistic fighting)
the physics of throwing weapons (e.g., daggers) doesn’t feel right. not enough “weight” or something ?
rewind time spell (might be hard to implement in totality [i.e., like in Braid, where when you go back in time the enemies do too], but at least something like it keeps track of your location for x (e.g., 5) seconds and if you cast the spell it rewinds time and takes you back to location)
show both controllers at very beginning of game
this is fucking awesome
challenge modes of using different (biological hand)/weapons/shield/etc
randomize feature for character customization
haha, balanced sword on shield, threw up sword and caught in mid-air: fucking awesome
I feel like such a badass.
taunts by enemies
hit points of enemies
the axe [hatchet] got stuck in the shield! fucking awesome!
tbh i kind of think grip-to-hold should be On for default; feels more immersive and throwing weapons and tossing them in the air and stuff is awesome
more enemies at once
if this game is polished, it is like… a killer app.
continuous mode (never ends). (either waves continue, or enemies come continuously).
i get that weapons do damage based on distance traveled rather than speed, but it still seems like if the blade is up near a guy’s face he should be bleeding or something
quickly toogle whether weapons are grip-to-hold (perhaps do grip button twice to toogle). it would also be nice if it was for individual controllers: hold shield automatically and have to squeeze on weapon.
arms feel weird when jumping; should stay in same position ?
laggy pointer, like in UE4 VR editor (easier to aim with than laser pointer)
enemy drops weapon if you hit their arm/hand (disarming)
the spear can be kind of overpowered ? [and claymore] [i.e., the enemies don’t really seem to defend against jabs by dodging etc].
that was so awesome, I slow-mo’d and caught the enemy’s blade with the inside of my hatchet and saw it scrape down the end of the blade!
it’d be nice if it was slightly easier to swap the directions of a hatchet blade; because the weight and physics don’t really match the biological world, it’s hard to throw in mid-air and catch with the blade facing the other direction, which I can do in a biological reality (dangerous, but possible)
seems like a lot of people are comparing Blade & Sorcery to Dark Messiah; may be good/profitable/helpful to focus on refining that and using that in marketing
public/(password protected) eg wiki for testers to put thoughts/comments and dev roadmap
skill tree for unlocking spells
I’m interested in (proofreading/editing text [I’m a professional book editor])/(making LonggameTech immersion mindtech [guided meditations/hypnosis to increase immersion])/(voice acting)/(writing story)/etc., by the way.
B&S is great fun and great exercise btw; might be good as a marketing idea
thought about offering to VR arcades?
allow user to remap inputs/buttons as much as possible; this can help a lot with controls and accessibility [i.e., someone will want to buy a game, but not being able to remap controls can mean it doesn’t really “feel” right. I know the Vive controllers have a limited of inputs/buttons, but the SteamVR Knuckles controllers will be released soonish (probably pre mid-2020, so thinking in terms of people having that may be wise/(financially prudent), too. I can see B&S being a killer app for getting people to get the Knuckles.]
adding skill trees like in Dark Messiah can make for great replayability: go for a blade run, go for a sorcery run, etc
grab hatchet from enemy
do any enemies use spears/claymore/etc?
I personally prefer seeing B&S body (vs floating hands). Calibrating doesn’t seem to actually match to how tall I am in biological reality; in VR it’s a little short?
on my Vive for me the text on the holsters is hard to read because it’s straight down so the headset in biological reality wiggles and I have to hold it to read the text
strafing (moving left or right while looking straight ahead) isn’t how I strafe in biological reality; in B&S right now it seems to move one foot around the leg, whereas in biological reality I stretch a foot out and balance on that leg, then pull the other foot to the first and balance on both. strafing in B&S feels “slow” overall imho; I can strafe pretty fast in biological reality, not too much slower than walking-forward speed (though more energetically expensive).
you could have infinite input/button remapping with certain macro systems. Keyboard Maestro [keyboardmaestro.com] has the ability to turn on/off palettes of macros, which then can turn on/off other palettes. an example of how I personally use this is I have different keyboard combos (e.g., “commandKey `” or “commandKey alt `”) that open different palettes, and then I can use the “a” key (or “b”, “c”, etc.) to execute a macro, so I can easily have lots of macros rather than running out of button combos. Sublime Text [sublimetext.com] has a really powerful macro system, too. Worth looking into macro systems, because there could be more and more spells/etc and being able to quickly use them can increase immersion and feeling like a badass, and thus the word-of-mouth spreading. I know there is like a floating “spell wheel” thing; maybe that could be used for choosing what spells to put on the [macro] “hotbar” (like Dark Messiah has).
I like the music at the start of the game.
enemies wearing armor where the only place to hit them is through the cracks
enemy/personal armor that breaks apart after a certain amount of damage
with regard to mindtech for increasing immersion, there can be like a section in the book (doesn’t have to be like integrated into the story) that has (audio files)/text that makes a person more immersed. it’s not so much ‘hypnosis’ as “focus on the sensations of combat and being a gladiator in this arena and feel them becoming more real”; Longgame mindtech is about designing an experience with an understanding of how the mind works: automatically. if the idea is to make combat feel better, and sell more copies, then increasing immersion is always good
option to turn off decapitation/blood/etc (some games people don’t play because of gore, but will if they can turn it off)
so fucking awesome: was in slow-mo, killed an enemy, smashed their shield to the ground with dual-wielded swords!
this game is fucking awesome
pretty cool to change the duration of slow-mo spell to start getting a feel for how skill tree will work for spells and stuff and things
great exercise game; my best friend recommended it for vr fitness gyms
does health regen after a round (i.e., finishing multiple waves)?
the clouds are nice
it’d be awesome if you could chop an enemy’s axe/hatchet/spear (ie wooden weapon) in half while they’re holding it
it seems like I should be able to catch the crook of an enemy’s hatchet (like with another hatchet or sword), then kick them and it rips it out of their hand as they go flying back
wrist twisting is crazy [ie, breaks immersion]
it kind of feels like (to make it more immersive) if I bear down a heavy weapon (e.g., a claymore) on an enemy and they try to parry it, it should disarm them by knocking it out of their hand (perhaps the enemies have a variable grip strength, so harder difficulties are harder to do that with?)
challenge modes of (eg) dagger only
time trials (kill all enemies in x seconds)
my best friend thinks the game is amazing btw and she’s up for doing some voice acting for it (she’s great with accents)
probably good to take help when offered because there’s always so much to do!!
awesome game, definitely one of my all-time top favorites