Gedonia 2, pre-alpha 2: example of weird collision with objects in world
This stump with roots is one of the most extreme examples, but the gnarled mess of a prop with messier collision detection is a great example of why movement on any surface has weird inconsistencies.
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Gedonia 2, pre-alpha 2: jump test 2, on flat ground
This time I'm testing jumping on a flat surface. The jump arc is uninterrupted by differences in elevation. These jumping tests show that jumping in general is only useful for climbing surfaces and is actively detrimental the rest of the time, a significant difference compared to the first Gedonia where movement has almost no limitation and jumping is almost always advantageous to use.
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Gedonia 2, pre-alpha 2: jump test 1, up and down a hill
This is a demonstration of the inconsistencies with jumping on inclines and how momentum of walking/running affects jumping. I'm holding either forward or backward directional key while rapidly tapping the jump key for most of the video.
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Gedonia 2, pre-alpha 2: splatting on the ground for the sixth time
Climbing up things to plummet off them. Finding a few more things populating the world.
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Gedonia 2, pre-alpha 2: attempting the goblin four-tress
Vantage points are a huge advantage for any long-distance attacker. They're also great for skipping jump puzzle sequences. They're not helpful when entering the void dimension.
I was wondering why there's no music, then I remembered I turned the music all the way down in the first test version and the setting was saved from back then.
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Gedonia 2, pre-alpha 2: bumbling into walls for the fifth time
I've been flopping and stumbling around the world for all these videos, but this time I'm doing it on purpose.
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Gedonia 2, pre-alpha 2: free roaming third adventure
This time I'm wandering off to see the rest of the world. I forget to follow roads, walk face-first into tree branches, and remember I have skele-archers as my personal army at zero charisma.
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Gedonia 2, pre-alpha test 2: doing the second quest
There hasn't been much options in these quests so far. Quest completion is based on the world and the game automatically saves to some extent, so if I want to try these quests again with this same character I have to create a new world. Having the world be able to be shared between multiple different characters has a lot of potential for constructing separate instances of the world and how different characters would benefit from the differences in the world.
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Gedonia 2, pre-alpha test 2: first look at the open world
This round of testing is more about the general experience of the game instead of combat capability. I haven't explored a whole lot of the world so far but there's plenty of room to put events.
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Gedonia 2, pre-alpha 0.1: spellsword time
Damage bonuses from equipment aside, how does a warrior that sometimes casts spells work in this test version of Gedonia 2?
Open by casting a spell from a safe distance. Your next spell takes too long to cast before the enemies run into you.
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Gedonia 2, pre-alpha 0.1: adding necromancy to archer
I finally remembered to use tab targeting.
Necromancer summons help when dealing with large crowds of enemies but die easily because enemies walk into them, pummel them to death, and then stand there until I aggro them.
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Gedonia 2, pre-alpha 0.1: a little more archer
A little grinding for a few more levels and to unlock more useful archer skills later, I find no use for the power shot or kick skills anymore. They're too slow, weak, and stamina-hungry. Wastes of time.
Upgrading rogue shot to hit multiple targets instead of only one in exchange for a longer cooldown, paired with upgraded multishot with a tighter spread, makes archer feel more like you're carrying a shotgun rather than a bow. Long distance shots have terrible accuracy.
Double jumping during combat is worse than standing still for 1 second while enemies are in hot pursuit of you. Your horizontal movement drags to a near-halt which lets melee enemies catch up to you very easily and gives long-range enemies the only opportunity to hit you with projectiles you'd normally be able to simply walk around when dodging doesn't work.
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Gedonia 2, pre-alpha 0.1: first look at archer
Without the 0 cost arrows at the one NPC in this extremely early version of Gedonia 2, I would never play archer in this game. You'd run out of arrows in seconds while it takes hours to make more. Arrow economy is somehow hundreds of times worse here than it is in Gedonia 1.
Movement and aiming with archery is a lot more janky here than in Gedonia 1. It's mostly because of the tank control movement combined with momentum based movement. Tank controls mean your character can't technically move left/right/back without first rotating while stationary so that the direction you want to move is also the direction your character's full body is facing toward. Momentum based movement means if you're holding W to move forward and then let go of any WASD button, your character will still be moving after you're no longer pressing any buttons to move. These two things together make movement very inconsistent and throw off an archer's aim. It's why I'm constantly starting and stopping movement.
This is before trying any other playstyle available. At the time I'm uploading this video I've tried a little of the other playstyles available and oddly enough, archer feels the most efficient given an unlimited supply of arrows. Damage is great, freedom of mobility is great; but these are only in comparison, not as if someone were picking up Gedonia 2 for the first time without having played Gedonia 1 at all.
Gedonia 2 has a long path of development ahead. This test version will be available until March 4 2024 where it apparently will no longer be playable after that date. Anyone that wants to try this for yourself, go to the discord channel for Gedonia here: https://discord.com/channels/622004219859173378/1148191923757137960
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Gedonia 1.46a: pure bard with max 10 runes in aura of leadership
This is very reminiscent of blood master's summons blood-gunning things down. There's one very important difference: summons have much more accurate attacks. Long range companions shoot slow-moving projectiles. Melee companions have much smaller hitboxes and by extent range of being able to hit things.
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Gedonia 1.46a: pure bard before using aura of leadership
This update added a couple small skills that passively boost the stats of companions. This recording is a "before" sample to show the difference in power for a pure bard that doesn't use any magic.
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Gedonia 1.45a: revisiting sentinel bard with a frozen trial
An earlier update improved stamina recovery for warriors, which is especially important for the more aggressive playstyles of the enduring and crusher warriors. Warriors were also improved by being able to stun and knock down enemies to a limited extent, which is great for dealing with large crowds.
Warrior still isn't as strong as other builds, but it's a lot closer now than ever before.
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Temtem 1.5.1: dual wielding birds against a genie
Solo lair runs are a lot easier to win than pickup parties where two people repeatedly revive. It's how lairs should've worked at the very beginning of being added to the game.
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Temtem 1.5: umbra hunt
Second umbradar attempted. I think the cumulative chance of getting one umbra from one umbra radar is about 23%, but they're pretty expensive and there's absolutely no compensation if you don't find one. Since umbras automatically have all egg techniques, it's perfect for digital types that need a lot of ETCs to be useable.
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Temtem: 1.5 is here, the new mythical lair
Nothing interesting happened in the past couple updates, but now there's finally some new things to do. I should've equipped Loatle with sweatband so I could keep pushing doom off the boss with faraday cage.
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Gedonia 1.39a: more blood drainer playtesting, a couple trials
Max 100 runes in everything. Normally this same progress would take about 4 minutes for mages, spellswords, and sniper archer. The blood summons can barely keep up with how quickly this evaporates enemies.
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Gedonia 1.38b: skirmisher in frozen temple
I forgot to upload this one. This build is half skirmisher for the upgrades to throw weapon, half snakebite for the +95% throw weapon damage. I still don't really understand the 5 set bonus for skirmisher, especially compared to nearly doubling the damage of the one attack that makes skirmisher worth using over other warrior builds.
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Gedonia 1.39a: small showcase of how ridiculous blood drainer currently is
Clearly I should play test this build more thoroughly before judging it as the worst in the whole game. If you pay close attention, you can tell I'm trying different methods of pushing the button for hemorrhage. At first, that's how long I was pushing it just to see if it was going to cast correctly--and ended up doing about 30k damage in less than 1 second. Then I tried a few short taps, as short as I could make them, and I could still hear about 2~3 casts of hemorrhage each "tap" I tried to do. At the end I held the button down.
Expect this to be deservedly nerfed in the near future.
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Gedonia 1.38b: skirmisher versus totem trial #4
Sometimes the displayed damage numbers are a lot higher. The game is adding up simultaneous hits and treating them as a single hit with the cumulative damage rate. The hits aren't really simultaneous, but the game decides to comprehend it that way, and who am I to judge?
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Gedonia 1.38b: how to rank up your living weapon
Have it equipped with full experience. Stand in the center of the living weapon temple. A cutscene will play.
Any upgrades to your living weapon will automatically update based on the ranked-up version of the weapon. You don't have to redo the hardening with blacksmithing.
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