ATLYSS Alpha Demo Hotfix 0.3.0b Released


The demo has been updated, with the following changes / additions:

  • Added modifier tables to old rings
  • Buffed hammer damage range outputs
  • Increased lighting in the Catacombs
  • Added tutorial triggers that teach you controls / interfacing
  • Added "Strafe Aim Mode Toggle" option in Settings Menu
  • Buffed scepter damage outputs for Splitbark and Slime Divas Baton
  • Buffed Fluxbolt damage output
  • Added currency addition debug key - "F8"

To find and transfer your character files, here's how to locate them:


Files

ATLYSS_Alpha0.3.0b_fix03.zip 74 MB
96 days ago

Get ATLYSS

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

Ok overall, really really charming, it seems like it has a good foundation. Animation, sound design, visuals, character creator is all really good. Movement feels nice and it's just kinda neat. But I also wish there was a better foot put forward for the demo. Mainly around the combat. The issue is the way enemies hit you or their hitboxes, where sometimes I would get hit when I'm not anywhere near the enemy or their attack. I'm not talking like maybe it missed, no i mean like a few character lengths away. I imagine this is intentional due to how it feels but it makes feel like differing enemy attacks don't really matter. They all kinda get approached the same way. Dash away and kite or block. It becomes kinda just a stamina check, rinse and repeat. This gets especially annoying with the boars where they're hard because they stamina check you more relentlessly given they charge you, but they're also just as aggressive as other things. There's also the wisps where they don't seem to have a tell for when they chomp at you and with how the stamina works with blocking it can be pretty frustrating. This gets further exasperated by the fact that in this demo you only get your class abilities at level 10 and after that a lot of the demo's already over, and from my experience the combat still kind of had the same issue The abilities for the mage seem kind of cumbersome and never seem to be more useful than just killing something and dashing or blocking to defend. Taking the time to charge and risk getting hit for lack luster effects. Now the Slime Diva was a fun fight. I wish more enemies were like that. Where you move in certain ways and basic movement can deal with the attacks. It made her attacks being varied actually matter. It's making you respond in a more unique way. It was a fun enemy. But as of now with the hit boxes of the enemies or how they work, was kind of annoying and left them feeling like the same fight over and over whether it was the wisps, geists, slimes, mekboars. And after seeing their different attacks I was pretty disappointed in that. It's very charming, and I would love to play more of it, but right now the enemies aren't super fun to fight and since it seems to want you to do a lot of that, it started to become a drag.

this is one of the best game I've played in years I love the old legend of zelda feel it has and the fighting feels really smooth the npcs are actually interesting and the enemy's look good, great game the love put into this awesome game really shows I hope I can buy it soon

(+1)

Very great game, I hope to play it on Steam as soon as possible, since before I would love to sponsor you to support you but my region can't let me sponsor it, I don't know what to do, so I can only buy it on Steam and recommend it to my friends to play this nice game together (all of the above are translations, my country is CN)

I already got the Bunhost armor, i explored almost all maps using the fall mechanic, but, is there any other secret to find yet?

(+1)

This game is so fucking cool, one of the better games I've played recently. My roommate and I played it together and had a blast! Can't wait for a multiplayer release and to see how the game evolves, I would pay money for this! -we can tell there's a lot of passion here. Keep up the good work!

(2 edits)

I'm not sure if it is because of the file extractor I have or something else but every time I play the game and then exit, when I return any character files I may have created are not there. I even checked the profile collections file and they just weren't there and they were not appearing when I created one when playing. If there is nothing I can do to fix the issue it's fine, I can wait for when you release the game on steam. Other than this issue I do enjoy the game quite a lot, it reminds me a lot of TLOZ Ocarina of Time and I also love the character style and how you're just a lil' goober running around doing lil' goober stuff. I genuinely can't wait to see this be released on steam and wish you good luck on it's development.

(+3)

This game is AWESOME, i'm surprised by how awesome it is! Everything about it is just perfect, the animations are GREAT they completely fit the style. Somehow these extremely thick furries just work soo dam well with the whole style of the game! Great style, art, graphics, gameplay is very nice, fights could be more fluid if we could attack while moving even if just slightly. I am beyond amazed by this game. This game has so much potential, this game could be BIG, like Zelda big. Please somebody give this person a Team!