Fantastic demo, feels like your game has a super solid foundation. Combat feels good, progression looks solid.
Few small things though. At least for me, d-pad up/down input in menus is inverted. Analog stick works fine though, PS4 controller with no 3rd party program running.
Crafting is good though once there are a lot of blueprints I feel like it'd be nice to have the icon be the item you're making or at least have something on the scroll that denotes what it makes so it's easier to find them.
Other than that though I think it's a fantastic little game, keep up the good work.
Yes we have some performance issues with the lighting system :I sadly a fix for that will take a bit of time, because we have to rework the system. But we are aware of that !
Sorry i did 3 comments but the game doesent let me connect my Dualshock and the game spawns you to the 2nd level if you die on the 3rd,please fix this ;0
If your controller doesn't show up on the menu's input page inside the game, it's probably a connection issue. In this case, try to find a way for your system to recognize it first. If the controller does show up but won't work, please try to use the 'Generic Controller (P)' option instead.
Wow,i make games to,and just the trailer is LOOKIN NEAT, the sprites and all are E P I C i cant evem compete with you...im SO BAD AT MAKING GAMES,i feel like my heart krac,BTW E P I C G A M E B R O
1) I liked the snarky narration courtesy of the demon, both in dialogue and the inventory. Makes the gameplay feel less boring. I'm curious about the MC as well, it really feels like there's a lot to unravel.
2) Plane-shifting looks cool! I appreciate that enemies are visible on both layers, would've been awful to receive damage from something you can't see at all. I also expected bigger changes, visuals-wise, on the shifted plane. Maybe later?
3) The combat was nice and easy, but as a keyboard user I would have liked some remapping, since as of now everything feels kinda cluttered.
Hi! I played through the latest demo and here are some of my thoughts:
1. At the very start I didn't find a way to speed up/dismiss the tutorial dialogues. Only later in the game I found out it was "P". On the other hand, some dialogues (the ones that appear at the bottom) can be dismissed by the "ESC" key.
2. In my opinion the game would benefit greatly from having a mouse support. And I am not only talking about the inventory/skills UI, but combat as well. I wanted to use the mouse for attacks all the time, and "E" for interaction.
3. I am not sure whether I missed it, but is there a visual indicator of how many healing potions I have left?
4. The fact that attacks use my stamina was slightly annoying, as I did not had the possibility to execute some combos. I guess I played too much Children of Morta...! ;)
5. Enemies look good and telegraph their attacks nicely - well done!
6. I am not sure where the crystals were coming from. At one stage, the demon gave me some? Were there related to XP points?
7. The auto-gathering range for the xp orbs could be bigger.
8. I did not find the stone that the game was asking me for. I thought it was the big portal thing, but it turns out that's not it, I think.
9. The plane-shifting mechanism is a nice thing! I hope that you will expand it. Right now it is useful for ignoring some obstacles and killing enemies in the different plane. Is there a benefit of killing these enemies?
10. The skills ui was not giving me clear information on which of the skills I could unlock. They all seemed grayed out for me.
Overall, the game gave me a very relaxing vibe; reminded me of Ada (https://hazygd.itch.io/ada), but this one is more polished. Also, the music and sound were very nice!
This is great, i'm excited for the full version :) The dimensional shift ability is also really nice, using it to dodge attacks (especially from the eyeball thing) is super satisfying.
The game is good I like the concept of the game, it's only a demo so i'll just patiently wait for the full release because this game has some potential in it.
excellent pixel art all around: the title screen, the sprites, the menus, etc. i liked the design of april and the demon. really impressive vertical slice. hope this game goes far
Really enjoyed this game, the combat and gameplay resonated with me. I loved exploring the environment and I can already see some interesting puzzles or secrets with the dimension switching mechanic. Writing is also pretty fun! Thanks for the great experience Team April, will definitely be keeping an eye on this.
I love this game so far. the art style and game play reminds me of games I played as a kid on my dads old PlayStation. look forward to seeing more. give me a holler once its complete. :) will definitely be watching it development.
I love it! I'd like to leave a few thoughts on what I love and where I think there could be some room for improvement, if that's alright! (also I'm not a developer so feel free to yeet my comments into the sun):
Atmosphere: I honestly love the atmosphere of this game, ESPECIALLY as shown in the title screen. One thought though is that the "overworld" music is a little unfitting, and could perhaps be made a bit more meloncholy or adventurous, depending on where you want to go?
Shifting: I like how you did the shifting in this! It's cool to see "shadows" of creatures in the other dimension. My primary concern is clarity. Although I LOVE the little animations and such, as it is implemented, it looks like you are changing the world, perhaps with some sort of time-travel thing, whereas from what I understand, you are trying to go for entering a parallel dimension or something similar. My suggestion would be that when you shift, that "circle" that starts to close on April expands from her in the first place, changing the scenery around her. If it is within the technical limitations, it would be great to see things outside of the circle be the "normal" world while everything on the inside is the "demon" world. That way, it looks like she has an aura around her that temporarily alters the terrain to be more like that parallel world. I have a lot of thoughts on other ways you could make this more clear, but I don't want to bombard you with any more than I already am.
Combat: The combat is quite fun! I think the only issue here is clarity. Would it be possible to make a "hit" sound when your weapon strikes an enemy, not just the enemy hurt sound? That way it feels like your weapon is connecting with the enemy, not just phasing through them. Also, I feel that in a lot of ways, shifting is MUCH more effective than dashing. After all, enemies can't hit you in the other dimension, and it's just as fast as dashing is. One last little thing would be to perhaps make it so that the last attack in the combo feels a bit more different than the others, like maybe a slightly different sound, having it push back enemies, and a delay between finishing the combo and starting a new one.
Movement: Again, I love it! I hate to be nitpicky, but would it be possible to implement something like little dust particles while walking? And I definitely think that adding something like a small dust cloud or something when dashing would make it feel much more "real". Also one last little nitpick which I know would be a huge pain in the ass, would it be possible to add sprites for moving in the diagonal directions? It's not just for looks, it would also make combat more enjoyable, as you'd be able to attack diagonally rather than in just the 4 cardinal directions.
Animation: I hope you're ready for just unending praise, because goddang!!! There are so, SO many little things here that make the game feel so alive and interactive. The way that the bushes and leaves drift, the little bob on the character's movements, the way that you can see them lean into the weight of their attacks, the way the screen shakes when you strike an enemy, even the little animations for your "stamina" being used up and returning, all feel really awesome!
I'm sorry if I came across as overly negative with a lot of this stuff!!! There was a lot that I liked about the game, and I am really excited to see how this game progresses. As-is with the framework, I could see myself paying at least maybe $15 for what I predict the full game would be.
Thank you very much for taking the time to share your detailed thoughts with us! Getting to know how you experienced the gameplay is extremely valuable to us. We're still trying to improve the mechanics and will be talking about each of the points that you mentioned. We plan to release an extended demo version in October. We're really glad you liked our game so far!
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Fantastic demo, feels like your game has a super solid foundation. Combat feels good, progression looks solid.
Few small things though. At least for me, d-pad up/down input in menus is inverted. Analog stick works fine though, PS4 controller with no 3rd party program running.
Crafting is good though once there are a lot of blueprints I feel like it'd be nice to have the icon be the item you're making or at least have something on the scroll that denotes what it makes so it's easier to find them.
Other than that though I think it's a fantastic little game, keep up the good work.
!! <3 !!
Yes we have some performance issues with the lighting system :I sadly a fix for that will take a bit of time, because we have to rework the system. But we are aware of that !
is the full version of the game free?
prolly not
Sorry i did 3 comments but the game doesent let me connect my Dualshock and the game spawns you to the 2nd level if you die on the 3rd,please fix this ;0
We will look into the Dualshock problem but on my end it works fine :I.
The Game is intended to repeat if you die, like a true rough-lite ;)
Also next time please edit your post or reply to it for less spam in the comments ;)
Really sorry,and...should i have a SPECIFIC way of turning On my dualshock? should i unplug my ps4 first? im using a USB cable to connect doe
If your controller doesn't show up on the menu's input page inside the game, it's probably a connection issue. In this case, try to find a way for your system to recognize it first. If the controller does show up but won't work, please try to use the 'Generic Controller (P)' option instead.
Is this game free?or am i playing the Demo right now,cant be free
it's the demo ;)
Wow,i make games to,and just the trailer is LOOKIN NEAT, the sprites and all are E P I C i cant evem compete with you...im SO BAD AT MAKING GAMES,i feel like my heart krac,BTW E P I C G A M E B R O
thanks! don't get discouraged making games needs a lot of work and time! keep at it, hone your skills and you will make it ;)
it's a singleplayer game :)
This was a great way to start my morning, excellent job! :D
Thanks :) <3
It was a fun play!
1) I liked the snarky narration courtesy of the demon, both in dialogue and the inventory. Makes the gameplay feel less boring. I'm curious about the MC as well, it really feels like there's a lot to unravel.
2) Plane-shifting looks cool! I appreciate that enemies are visible on both layers, would've been awful to receive damage from something you can't see at all. I also expected bigger changes, visuals-wise, on the shifted plane. Maybe later?
3) The combat was nice and easy, but as a keyboard user I would have liked some remapping, since as of now everything feels kinda cluttered.
Hi! I played through the latest demo and here are some of my thoughts:
1. At the very start I didn't find a way to speed up/dismiss the tutorial dialogues. Only later in the game I found out it was "P". On the other hand, some dialogues (the ones that appear at the bottom) can be dismissed by the "ESC" key.
2. In my opinion the game would benefit greatly from having a mouse support. And I am not only talking about the inventory/skills UI, but combat as well. I wanted to use the mouse for attacks all the time, and "E" for interaction.
3. I am not sure whether I missed it, but is there a visual indicator of how many healing potions I have left?
4. The fact that attacks use my stamina was slightly annoying, as I did not had the possibility to execute some combos. I guess I played too much Children of Morta...! ;)
5. Enemies look good and telegraph their attacks nicely - well done!
6. I am not sure where the crystals were coming from. At one stage, the demon gave me some? Were there related to XP points?
7. The auto-gathering range for the xp orbs could be bigger.
8. I did not find the stone that the game was asking me for. I thought it was the big portal thing, but it turns out that's not it, I think.
9. The plane-shifting mechanism is a nice thing! I hope that you will expand it. Right now it is useful for ignoring some obstacles and killing enemies in the different plane. Is there a benefit of killing these enemies?
10. The skills ui was not giving me clear information on which of the skills I could unlock. They all seemed grayed out for me.
Overall, the game gave me a very relaxing vibe; reminded me of Ada (https://hazygd.itch.io/ada), but this one is more polished. Also, the music and sound were very nice!
Good job! And thanks for sharing a demo!
Thank you very much for playing and the very nice feedback !!! <3
1. Yes true, we should make that more readable.
2. We designed it mostly for Controller, maybe this will be added in a future version :)
3. There should be one. Right under the potions.
4. Yeah Children of Morta is realy realy nice!!
We designed the stamina-system like this on purpose, because you can skill more stamina ;)
5. Thanks very much <3
6. They are related to XP but you can also find them in the world or get them as quest reward.
7. Good point! We will try that out.
8. Yes, sorry thats a game breaking bug, but we are working on a fix right now !!!!
And it looks like we have a fix.
9. Thanks, yeah we are still working on puzzles for that mechanic and how to use it to it's fullest potential!
At the moment you get only XP or Items.
10. Oh yes, maybe we should make it more clear.
8. WE FIXED THE BUG !!! :)
I loved <3
really cool game :) waiting for it
Absolutely love it, would definetly complete a full version of this game!
Fue una linda Experiencia ;)
voy a estar muy emocionado por la versión completa
This game is Amazing,very beautiful and the skill system is very well done, congratulations on the project! :)
https://www.youtube.com/watch?v=X0jwXyhogQU&t=4s
this is beatiful, it's very relaxing. Looking forward to the full version.
This is great, i'm excited for the full version :) The dimensional shift ability is also really nice, using it to dodge attacks (especially from the eyeball thing) is super satisfying.
The game is good I like the concept of the game, it's only a demo so i'll just patiently wait for the full release because this game has some potential in it.
Thank you for the kind words :)
We are still hard at work to deliver a new Version of the Demo soon.
I'm looking forward for this game. :)))
thanks <3
April – Fall of Faith is an action-RPG with a nice pixel art remembering classics of the genre like zelda. Cool game!
hey I love this game A new play. Simple play way Nice quality. Good job. Fighting!!!
very good job, entertaining, it seems simple, but it has interesting mechanics, reminds of childrens of mortha
THIS WAS FUN. CAN'T WAIT FOR THE FULL GAME. GOOD JOB!
excellent pixel art all around: the title screen, the sprites, the menus, etc. i liked the design of april and the demon. really impressive vertical slice. hope this game goes far
Thanks for the kind words :)
We are very happy that you like it.
At the moment we are hard at work and hope to push a major update sometime in April.
lmao the perfect month for an update!
It's SO good! Hope the full version comes out soon!
Thank you very much! We are still working on it with everything we've got!
This is a great demo. Nice story opening.
Thank you! We're glad you liked it :)
wait.. this is just a demo right? it's not the whole game
Yes the Game is in Development right now, but we also try to keep the site up to date.
So stay tuned for more.
Really enjoyed this game, the combat and gameplay resonated with me. I loved exploring the environment and I can already see some interesting puzzles or secrets with the dimension switching mechanic. Writing is also pretty fun! Thanks for the great experience Team April, will definitely be keeping an eye on this.
Thanks for playing!
We really enjoyed your Let's Play :)
We are working on new content right now and hope to get the new stuff out sometime in October.
Stay tuned and thank you for the feedback :)
Thanks! Looking forward to it.
I love this game so far. the art style and game play reminds me of games I played as a kid on my dads old PlayStation. look forward to seeing more. give me a holler once its complete. :) will definitely be watching it development.
Hey, thanks for playing our game!
We are really happy that you enjoyed it :)
It will take some time until its complete ;P, but we will keep this page up-to-date ;)
awsome! and your welcome
Very cool! Is it supposed to get the polygon sort of distortion when loading chat bubbles?
Hey we are glad you like it :)
Hmmm I don't know exactly what you mean but it sounds like a bug, we will look into that. Thanks
Have a nice day ;)
I love it! I'd like to leave a few thoughts on what I love and where I think there could be some room for improvement, if that's alright! (also I'm not a developer so feel free to yeet my comments into the sun):
Atmosphere: I honestly love the atmosphere of this game, ESPECIALLY as shown in the title screen. One thought though is that the "overworld" music is a little unfitting, and could perhaps be made a bit more meloncholy or adventurous, depending on where you want to go?
Shifting: I like how you did the shifting in this! It's cool to see "shadows" of creatures in the other dimension. My primary concern is clarity. Although I LOVE the little animations and such, as it is implemented, it looks like you are changing the world, perhaps with some sort of time-travel thing, whereas from what I understand, you are trying to go for entering a parallel dimension or something similar. My suggestion would be that when you shift, that "circle" that starts to close on April expands from her in the first place, changing the scenery around her. If it is within the technical limitations, it would be great to see things outside of the circle be the "normal" world while everything on the inside is the "demon" world. That way, it looks like she has an aura around her that temporarily alters the terrain to be more like that parallel world. I have a lot of thoughts on other ways you could make this more clear, but I don't want to bombard you with any more than I already am.
Combat: The combat is quite fun! I think the only issue here is clarity. Would it be possible to make a "hit" sound when your weapon strikes an enemy, not just the enemy hurt sound? That way it feels like your weapon is connecting with the enemy, not just phasing through them. Also, I feel that in a lot of ways, shifting is MUCH more effective than dashing. After all, enemies can't hit you in the other dimension, and it's just as fast as dashing is. One last little thing would be to perhaps make it so that the last attack in the combo feels a bit more different than the others, like maybe a slightly different sound, having it push back enemies, and a delay between finishing the combo and starting a new one.
Movement: Again, I love it! I hate to be nitpicky, but would it be possible to implement something like little dust particles while walking? And I definitely think that adding something like a small dust cloud or something when dashing would make it feel much more "real". Also one last little nitpick which I know would be a huge pain in the ass, would it be possible to add sprites for moving in the diagonal directions? It's not just for looks, it would also make combat more enjoyable, as you'd be able to attack diagonally rather than in just the 4 cardinal directions.
Animation: I hope you're ready for just unending praise, because goddang!!! There are so, SO many little things here that make the game feel so alive and interactive. The way that the bushes and leaves drift, the little bob on the character's movements, the way that you can see them lean into the weight of their attacks, the way the screen shakes when you strike an enemy, even the little animations for your "stamina" being used up and returning, all feel really awesome!
I'm sorry if I came across as overly negative with a lot of this stuff!!! There was a lot that I liked about the game, and I am really excited to see how this game progresses. As-is with the framework, I could see myself paying at least maybe $15 for what I predict the full game would be.
Thank you very much for taking the time to share your detailed thoughts with us! Getting to know how you experienced the gameplay is extremely valuable to us. We're still trying to improve the mechanics and will be talking about each of the points that you mentioned. We plan to release an extended demo version in October. We're really glad you liked our game so far!
Hey! Anyway you can email me about this game? Jupiter@ArmorGames.com
Hey, yes i will send you a mail.
Hey fun game. I like the dimension shift ability. It would be really cool if this somehow changed the enemies as well.
Hey, nice we are happy that you like it :)
At the moment we are actually working on a new enemy who will change if you switch the dimension.
Thanks a lot for the comment and your feedback :)
Cheers, the April Game Team