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Oct 27, 2017
770
Just downloaded it now and will play it later but I am so hyped.

Also I forget but out of curiosity, was ginseng and honey a completely new character or was it a backer made character?
 

Mistouze

Member
Oct 26, 2017
3,430
Watching a stream since I didn't back the game : Damn it looks good. Buying it for sure after what I've seen.
 

facepalm007

Member
Oct 26, 2017
1,095
Just finished my initial run, and so far it feels really really good. In fact it feels more polished than AAA titles I have worked on about a year out from release, vertical slice or not. Really the only thing that I have to complain about is that on the Steam version if I input Up+Forward/Back (using an XBOX Controller) Ajna force walks, it's not really an issue when using a D-Pad, but using a stick it's an easy input to do that kills momentum.

So far, massive props to the entire team!! Proud to be a backer for this one!!
 

Lain

Self-Requested Ban
Banned
Oct 25, 2017
1,068
I spent 25 minutes playing the Preview. Didn't really get far, as I felt the need to stop playing to post that damn, this preview is great, the game is shaping up to be fantastic and I feel like everything in this preview is so much better than what I remember of the first demo.
Especially loving how fluid it felt playing, nice animations, nice art, responsive controls. I'm getting excited for the day this game is going to see the light of release.
 

cmagus

Member
Oct 27, 2017
674
Just finished playing and it's come a long way. Looks great and I really like the new characters, Ginseng and Honey is probably my favorite form the demo and Qadira is really good as well. I would say the only thing I'm not a fan of is that if Anja dies it's a wipe and you need to restart the fight over, never been a fan of that in any RPG and really don't see the point in it but it's a personal nitpick for me.
 

ZoronMaro

Member
Oct 30, 2017
525
I played the new demo for about 10 minutes or so, not very long, I'll probably play in earnest later tonight. Off the bat I really like Qadira and pretty much everyone's moves feel good to do even though I've no clue what I'm doing, and I already knew, but those backgrounds really do look good.

Also are the moves recharging faster than before? It seemed like both my party and the enemies get moves back faster which made things feel a lot more chaotic, but I haven't played the original demo in a while so I might be crazy. I'm sure I would adjust in a full game with proper tutorials and easing you into everything, but it'd be a cool QOL feature if there was a battle speed toggle like in SNES FF games.
 

Ravidrath

Verified
Oct 27, 2017
297
Los Angeles, CA
Changing it so that Ajna dying doesn't end the game has been on Mike's list since the prototype, it just turns out it's a fairly involved fix.

I'll definitely mention that it's something people want to see addressed, though.
 
Oct 25, 2017
4,293
Oh I didn't realize I was in the correct pledge tier to play this. Good thing I checked! Installing now and really excited to try it all out. Love your work!
 

Beats

Member
Oct 25, 2017
15
Finished the preview just now, but I'll probably go back to it again later since it looks like I missed some things. Overall it was really good. The environments are a huge step up from the prototype and the lighting changes at certain points were pretty nice. The new characters along with their animations look great as well. Really looking forward to the full game now even more than before.

The end boss fakeout with not Roti got me lol
 

cmagus

Member
Oct 27, 2017
674
Changing it so that Ajna dying doesn't end the game has been on Mike's list since the prototype, it just turns out it's a fairly involved fix.

I'll definitely mention that it's something people want to see addressed, though.

No worries, like I said it's a minor nitpick on my part but other than that the demo is great and the art team is killing it.
 

tuxfool

Member
Oct 25, 2017
5,858
That was really good. Loved everything about it.

If I were to put out something that bothered me a bit, it would be the way the camera tracks ajna when she jumps at times. It feels like the camera follows way too strongly. This only happens in specific locations
 

dude

Member
Oct 25, 2017
4,634
Tel Aviv
Played a rather straight run of the demo with about 33% clearance rate, will try and do a more through play through tomorrow. The game looks amazing, the environments are beautiful and the animations are super fun. The platforming felt really good as well, very fluid. Combat was really fun once I got the hang of it, but it moved just a tad too fast for me, as times I struggled a little to keep track of everything going on, especially when I was up against fast moving enemies or a large horde.
Huge props to the team! :)
 
Oct 27, 2017
645
I'll give this a shot if it gets good reviews, the combat looks alot like VP. I do wish you could make your own custom protaganist. I can't relate to playing as a 14 year old, exception being kingdom hearts and such.
 

dedacc

User requested ban
Banned
Oct 28, 2017
318
I beat the demo just now with 95% completion and 47 Minutes of playtime.

If you figure out how to maximize Ginseng & Honey's Lv.3 Iddhi move, it is the best thing against both the secret boss (and normal boss), a priori to that, I tried using Ajna to heal using her Lv. 1 Iddhi move.

The one thing I felt I had to get comfortable with was the control for doing the axe-wall-jump-move. Also...

...I was a bit annoyed that you could only use the axe in battle and not swap to the bow or bare-handed combat, but I'll assume that's a feature in the final build.
 

Ravidrath

Verified
Oct 27, 2017
297
Los Angeles, CA
The one thing I felt I had to get comfortable with was the control for doing the axe-wall-jump-move.

This is probably the single most-tested thing, and this control scheme is the one that has consistently worked the best.

Honestly the hardest part communicating it is that it's much easier to do than people think, and they tend to psyche themselves out and act too often instead of just holding it.

If you think there's a better way we can communicate it, though, I'd love to hear it.

And...

The plan is that you will be able to change Ajna's combat in the final game.
 

Joe2187

Member
Oct 25, 2017
3,521
Wow that was a lot of fun.

Ginseng and Honey is OP as fuck against bosses. You can buff her normal attacks with super meter, or buff her healing while also attacking enemies. She's best healer class i've seen in an RPG to date. Congrats on Ginseng and Honey alone for making her up on the fly.

I got about 74% on both runs, not sure where Im missing any secrets. But so far the music, and the game are absolutely Gorgeous.

I do not regret any cent of my $500 pledge in the slightest.
 

Miker

Member
Oct 25, 2017
3,013
Just finished the backer preview! Got 70% with 44 mins of playtime. I loved it, and it's basically everything I was hoping for when I backed it. Some random thoughts and questions:

- Love what you've done with the lighting on the characters, it really helps ground the 2D art within the 3D environments
- The sound effects are maybe a little too high pitched? The hit impact sound is a bit harsh on my ears.
- I know you explain some effects of up/down attacks for characters, but for those without status effects, is there a benefit? Like would launching an enemy with a down attack then following up with another teammate's up attack do more damage?
- Razmi's up attack debuff is maybe a bit too subtle visually, the enemy could maybe stand to be a bit darker with larger beads of sweat?
- I may be in the minority for this, but I'm not a fan of huge numbers in RPGs. My attacks are doing hundreds, sometimes thousands of damage to these enemies and I'm taking off maybe an eighth of a boss's health. I personally prefer the Paper Mario approach where if you block perfectly, you take 0 or 1 damage, and if you do 12 damage it's something to be proud of.
- I played on an Xbone controller and vastly preferred block and Iddhi attacks on LT and RT. The controller binding suggests L1/LB and R1/RB as defaults, which I don't agree with, because your fingers are going to be resting on the triggers, and camera zoom seems like a more secondary function.
- Is the dash going to be key in navigation? If it is, I'd prefer it on a shoulder button.

And this isn't regarding the backer preview, but are BackerKit surveys locked? I may want to switch my physical version from PS4 to Switch.

Anyway, everything seems to be coming together super well! Congratulations on a major milestone, and I can't wait for the full game!
 

Chainshada

Member
Oct 25, 2017
2,637
I think I might need to change my digital copy to Switch, not a fan of the switch cases so sticking with PS4 for physical.
 

Richietto

One Winged Slayer
Member
Oct 25, 2017
22,963
North Carolina
Went ahead and downloaded it but I have to work night shift tonight so hopefully I can play tomorrow. Can't freakin' wait to see whats changed!
 
Oct 25, 2017
55
Finished with 70% completion so happy I was able to back this it feels so polished and fun just what I expected from Lab Zero. Cannot wait to see more.
 

Ravidrath

Verified
Oct 27, 2017
297
Los Angeles, CA
Will the preview become the full version later on?

No, it will always be a separate thing.

We'll update it occasionally with new things to try out and get feedback on.

Just finished the backer preview! Got 70% with 44 mins of playtime. I loved it, and it's basically everything I was hoping for when I backed it. Some random thoughts and questions:

- I know you explain some effects of up/down attacks for characters, but for those without status effects, is there a benefit? Like would launching an enemy with a down attack then following up with another teammate's up attack do more damage?

Still playing with this, but currently the main benefit of this kind of thing is increased Iddhi gain.

I've requested that we change the hitspark and/or sound to communicate that those hits are different / better than regular hits.

And I passed your other feedback on to the team.
 
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Tan

Member
Oct 27, 2017
449
Beat it at 74% and I really like it. Not really sure if there's an advantage to doing launcher combos and stuff like that but I'm just sort of improvising in combat to do what looks cool.

87% now. I felt like I really had it that time...
 
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Oct 27, 2017
645
Can't relate to a 14 year old girl but can relate to the magic key wielding teen boy demographic?

KH has the advantage of tapping into the childhood feels. I grew up on Disney,had the words to many of their movies memorized as a kid. Exploring Agrabah with Aladdin makes me feel like a kid and brings back memories. I mean, that's kind of KH's selling point... it's not like the gameplay is mindblowing, it's solid at best.
 

cmagus

Member
Oct 27, 2017
674
Hmm played through it again but I seem to keep missing something for 100% lol. Also I did not expect to see this guy again but it was interesting fighting him with new characters, much easier this time then the last demo.

GoClkjr.png
 

khaz

Member
Oct 25, 2017
274
Changing it so that Ajna dying doesn't end the game has been on Mike's list since the prototype, it just turns out it's a fairly involved fix.

I'll definitely mention that it's something people want to see addressed, though.

Come to think of it, it's bullshit in the other games because it makes no sense story-wise. Here, considering all the other characters are
stored in her head / a manifestation of her thoughts
, it can make sense to get a game over if she his knocked out. It would still be bullshit gameplay-wise, but I could accept it.
 

Psxphile

Member
Oct 27, 2017
6,526
The way Valkyrie Profile did it was that if Lenneth fell the other characters would have 3 turns to either: 1) revive Lenneth, 2) win the battle, 3) Escape or it'll be a party wipe.
 

Godcannon

Member
Oct 25, 2017
545
USA
Oh man that was great! Its been a while since I played the original beta but from what I can remember it just seems like it has a ton more polish on it, maybe a few more enemies n subtle tweaks. I remember why I was excited about this again.

What I liked:
-Ginseng and Honey are win. Gotta have a healer.
- The tiger chick was funny but those combos with the fire, holy smokes!
- The rest of the characters, and how they have different skills that add some strategy with mixing and matching.
- The areas and music are beautiful. The new kind of 3D pop and shading.
- The challenge. It's not too hard but I was getting nervous or would lose a character here and there, am rusty tho ;)
- The attack/move animations. Some felt legit powerful.
-The platforming, feels smooth like Mega Man X, and I was having fun just hanging from the wall by my axe for a minute....
- The secret areas and metroidvania layout.
- The art of blocking and how it affects iddhi.

What I'm hoping for:
- To select a character in the Party Select menu to get a description of their attacks and specials(iddhi attacks?)once you have unlocked them. If you miss it in the tutorial message then yikes.
-Different characters seem to have different elements, do they work better against certain enemies? (Like a water character strong against a fire enemy? Fire against plants or ghosts? Etc.) Maybe a minor boost or repellent.
-Unlocking or leveling up more attacks, weapons, and iddhis.
-Customizing attacks, weapons, and iddhis for more strategy. Doesn't have to be an crazy deep system, but to be able to tweak a little would be cool. It seems that might already be in place with Ajna getting more weapons like the bow.
-Backstories for the original characters. They all have cool styles and humor, a good story, even if only a short background from the menus, would be sweeeeet.
-Lea from Curses to be a brawler, with the mach punch and other things taken from the original masterpiece of a game. :)

Overall just really excited about this. It has so much potential, really. Great Job.
 

Anbec

One Winged Slayer
Member
Oct 26, 2017
983
Oh well where to begin, first I'm really happy for backing this game and the SG indie gogo quite some time ago!

What I liked:
  1. The smooth travel, I would like the dash to be faster but I guess that will be another upgrade down the line.
  2. The combos and the new UI a lot better than the first prototype!
  3. The new characters mechanics
  4. The parry system and Iddhi management
  5. Animation looks beautiful but I think you will keep improving it like with the Skullgirls case.
What I found a little weird

  1. When the camera changes and the characters change directions it was kind of confusing, I played this really fast maybe Mike added something in the options for it to stay fixed (?)
  2. Some of the enemies repeat grab on one character, wouldn't it be better for it to just target one? Or would that be difficult to program? Would be more challenging if suddenly you get one enemy each to focus on different party members

Is a relly good progress you have there Lab Zero team! I collected I think all characters: Dhar, Ginseng & Honey, Qadira (Final justice!!!), Zebei, Tungar and Razmi (did I miss someone?)

And just like I used to annoy you Ravidrath on the other forum keep throwing those glorious tracks to us

Edit: Got 89% at 43 minutes because I stayed looking at the environment a lot
 

Tan

Member
Oct 27, 2017
449
Okay my whole party got wiped, and I can't tell if that was unblockable or I missed the block....
Against the cat

Okay I can and this a real fight hoooooo-boy
 
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Ricen-Beans

Member
Oct 27, 2017
299
Man I wish I could try this but I'm all in for the switch version when it comes out.

Is there voice acting in this preview? Will there be in the final game?
 

Crocodile

Member
Oct 25, 2017
8,071
I can't play this right now but checking out some streams this looks great. Really clear the project has improved and come a long way. So this backer preview will be updated on all platforms over time with new battle systems and new characters? I assume the environment and enemies would probably remain the same though?

Any chance the new boss theme can be uploaded to the official Youtube channel?

Who is Dhar's VA? Ben Diskin? Sounds like him
 

FPX

One Winged Slayer
Avenger
Oct 25, 2017
2,273
So, you get the
dash power
after beating
the fake Roti
right? Because I can't find a way to get back to previous areas. There's one where you
get up real high with the axe, but I can't seem to break through the wall since the dash has no time to wind up. How are people getting through?
 

jb1234

Very low key
Member
Oct 25, 2017
7,224
I'd also love to hear the new boss theme outside the game.

Is there a map system? I kept getting lost, haha.
 

Frimaire

Member
Oct 25, 2017
826
Canada
So, you get the
dash power
after beating
the fake Roti
right? Because I can't find a way to get back to previous areas. There's one where you
get up real high with the axe, but I can't seem to break through the wall since the dash has no time to wind up. How are people getting through?
keep going upward from there.
 

Deleted member 14002

User requested account closure
Banned
Oct 27, 2017
5,121
Come to think of it, it's bullshit in the other games because it makes no sense story-wise. Here, considering all the other characters are
stored in her head / a manifestation of her thoughts
, it can make sense to get a game over if she his knocked out. It would still be bullshit gameplay-wise, but I could accept it.
Good point but there's a difference between dead and KO'd/ you can make a case for sub conscious still active.
 

toastyToast

Member
Oct 26, 2017
3,306
Is it still possible to change your platform of choice for the physical edition? Didn't have a Switch when I did it initially but I'd prefer to go that route now. Can't seem to make any changes on backerkit, unless I'm looking at the wrong place.
 

Ravidrath

Verified
Oct 27, 2017
297
Los Angeles, CA
Is it still possible to change your platform of choice for the physical edition? Didn't have a Switch when I did it initially but I'd prefer to go that route now. Can't seem to make any changes on backerkit, unless I'm looking at the wrong place.

Yes.

Currently unlocking them, but it'll take a little while - the only reason they were locked last night was in a mistaken attempt to fix the "Pending" issue that was going on for a bit.

So I'd recommend trying tomorrow.
 

OmegaDL50

One Winged Slayer
Member
Oct 25, 2017
9,654
Philadelphia, PA
I'm glad this thread was made. I forgot I backed this and I'm moving soon.

So this reminded me to change my mailing address to my new home. I'll need to change my mailing address for Bloodstained too I suppose.

In regards to Ajna being killed, I guess handling it the way Valkyrie Profile might work. You have a limited amount of turns to revive Lenneth or you game over.

SInce these are entities that exist inside Ajna's consciousness. Maybe something requires Ajna to focus and reconnect with her incarnations. The cost of this would be some sort of recovery period so that there is some sort of in-combat penalty for reviving Ajna, such as losing a turn or maybe reset all characters action points / ATB to zero.

I figure you have something planned in mind considering the similarities this game shares with Valkyrie Profile.
 

SiG

Member
Oct 25, 2017
6,485
Where should I give my glitch/error reports? I've had Gingsen & Honey glitch out on me during a battle...
JYQupbH.png


Edit: I don't know if I should put a spoiler tag, but considering most of the story seems stripped out...
JYQupbH
 

Ravidrath

Verified
Oct 27, 2017
297
Los Angeles, CA
Since a lot of people are sharing ideas on how things would work if Ajna dies, I'm going to share our current thinking on it.

The current thinking for Ajna's death is along these lines:
  • When Ajna dies, Iddhi will be reduced and Ajna will lie on the ground
  • Every few seconds, she'll pulse and drain a bit of the remaining Iddhi
  • When the Iddhi reaches zero, it'll be game over
From here, there are three ways to revive her:
  1. Winning the battle before all Iddhi is gone will win the battle and revive her
  2. Using a super that can revive will revive her
  3. Filling the Iddhi back up to to three bars will revive her, and empty the Iddhi
Basically, we want something similar to VP's system, but because you might not have a healer and we don't have items to fall back on, we needed an additional mechanic to bring her back.