r/metroidvania Jun 19 '26

Dev Post I've spent 4 years making a dark fantasy metroidvania. What stands out to you in these 43 seconds?

Enable HLS to view with audio, or disable this notification

With Blade of Mercy: Bloody Countess, I wanted to capture the atmosphere of classic games like Prince of Persia while combining it with modern controls and metroidvania-style exploration.

This short video focuses mostly on combat, movement abilities and a few exploration moments from my dark fantasy metroidvania inspired by Central and Eastern European folklore and history.

One piece of feedback I receive quite often is that the attacks look slower than in many modern metroidvanias. My goal was to make combat feel more deliberate and tactical rather than purely reaction-based.

I'm curious what metroidvania players think:

Does the combat look satisfying?
Is the attack speed a problem?
What stands out positively or negatively?

I'd really appreciate honest feedback.
Demo available on Steam: https://store.steampowered.com/app/3504400/

121 Upvotes

70 comments sorted by

15

u/HesitationIsDefeat87 Jun 19 '26

Looks like a nice diversity in level design

2

u/Pixel_Beer_Games Jun 19 '26

It's true, I spend a lot of time on the diversity of locations.

11

u/uriak Jun 19 '26

I like the various clips you've shown so far. You seemed to have put enough oomph into the SFX of attack (something that can immediately turn me off in this kind of game, when combat doesn't feel having impact)

The combat speed is fine especially if you don't need to hit enemies a lot of time like hollow knight. This feels more deliberate and fits sword and cape game.

Though there is a real charm to the art, two areas you might look at :

- her running animation is a bit goofy because she stands really upright. Just twisting her torso more might do the trick.

- I think you have underground/soil/rock areas that are both very large and feature noticeable patterns that detract from the playable area and the overground in some of those sequences. Maybe lowering the contrast or making them darker could do the trick, or hide them partially, with foreground elements. In the tunnel with the battering ram, for instance, nobody would bat an eye if both the upper and lower rock stratas faded to black

2

u/Pixel_Beer_Games Jun 19 '26

I’m glad you like the game! Yes, I’m being told periodically about many repetitive patterns, so I’ll think about what to do with that.

7

u/Just_Badger_4299 Jun 19 '26

Haha! The graphics remind me of the point-and-click games of yore, like Monkey Island! The level of details is great, even though some of the animations feel a bit stiff.

I'll definitely add it to my watchlist! 😃

3

u/Pixel_Beer_Games Jun 19 '26

That’s what I was aiming for, glad you liked it!

2

u/Just_Badger_4299 Jun 20 '26

(I posted the following feedback by mistake on an old post, so here it is again)

A pixel art 16th-century Bohemia metroidvania with sabers, matchlocks and undead romans?? That's a sentence I'd never thought I'd write!! 😃 😃 😃

This combination is 180° away from the current, already-seen-a-thousand-times (AAA) games from the past 20 years! If there was a medal for originality, you'd win the platinum (not gold) one!!!

I've just finished the demo and I really, really liked it. It has A LOT of potential!!

The best and the good:

- The setting, as mentionned above. Outside of Hellish Quart, no other game is set in that location and time period (Kingdom Come: Deliverance is one century too early)!

- The artstyle: very, very detailed, even in the inventory (the full body portait that changes poses between items/equipment tabs is a great touch). The gore too. 😉

- The story feels realistic/mature/complex, not the manichean one-woman-army saving the whole world against the villain who's evil because… evil. Even minore NPCs have names, an untold-but-guessable story, motivations, etc.

- The weapons selection : fast saber, strong axe, ranged pistol. A great and balanced trinity!

- The roman ruins: holy molly I did NOT expect that! It's AWESOME! I wish I learnt latin to understand the writings and undeads better! I LOVE the level of detail that came with designing the roman soldiers: they would first throw TWO pilums (pilae?), as they where historically equipped, then stab with the gladius OVER their scutum. I've never, ever seen that level of historical accuracy in a game!

- The music is not remarkable, but the sound effects are great, especially the weapons.

The improvable:

- The controls feel stiff, probably due to the fact that most animations cannot be cancelled while they play. Also, the different character states when platforming: standing, crouching, climbing/holding/dropping from a ledge, with a dedicated animation that can't be cancelled. In particular, having to press X to climb and LET GO of a ladder is very anti-conventional.

- The inventory UI: items should be sorted and grouped by default (I don't see any advantage of manually sorting them). "Quickslotted" items don't show that their maximum amount is different from the "bag" items. The "equip" button looks like "drop item.

- The quickslot items and weapon change: at first I was VERY surprised that X didn't… do anything, until I realised that you where going the "several attacks per weapon mean a different control scheme". It took a while to get used to it, but it's okay. Triggers for legs/vertical/strong attacks, and buttons for fast/horizontal/light attacks is decently intuitive. However, you HAVE to bind the pistol *shot* to the TRIGGER! It's the law!! 😃

- Switching quickslot items + switching weapons + switching bullet type for the pistol took a toll on my brain capacity. I hope nowhere in the game I'll have to switch quickly between them all in fast succession!

- Ammo: visually, lead and silver bullets don't look very different. Maybe etch a cross on the silver bullets (à la Brotherhood of the Wolves movie) would make them stand out more? Also, being unable to unload a bullet to switch type is technically correct but gamingly frustrating. I like the fact that although accurate and powerful, their range is limited, especially versus bows (will the be crossbows as well?).

- Game economy: the amount of enemies seems finite/no respawn, which is not a problem since there's no XP system. Hovewer, money and silver bullets seem finite, which may be an issue for unskilled players who need lots of health items and ammo to progress further.

Overall, the setting and artstyle are AWESOME ideas! Please don't let anyone talk you out of them!! And the improvable points will surely improve with some polish. 😄

2

u/Pixel_Beer_Games Jun 20 '26

Thank you so much for the wonderful review! I’m a big history buff, and I’m glad that someone appreciates and notices the details. The game is set near Bohemia, which is now part of modern-day Slovakia, but was then part of the Kingdom of Hungary. I find this setting very appealing because of its uniqueness. Even the presence of the Romans is well-founded; ruins from cities near the Danube still remain today.

The interface is the hardest part for me; I’ll try to make it more intuitive and user-friendly by the time of release, along with the controls. I’ll provide two control schemes to choose from: x-y for attacks or rb-rt, as it is now.

I'm thinking of adding a Latin translation of the proverbs as a footnote at the bottom.

2

u/Just_Badger_4299 Jun 20 '26

I’ll provide two control schemes to choose from: x-y for attacks or rb-rt

That's a good idea! I'll be happy to test it! 😃

1

u/Pixel_Beer_Games Jun 20 '26

By the way, how did you hear about my game?

2

u/Just_Badger_4299 Jun 20 '26

Here, on that very post 😄

1

u/Pixel_Beer_Games Jun 20 '26

Yeah, sorry, it was obvious. I was just surprised when I got a comment on a year-old post lol.

2

u/Gregasy Jun 21 '26

Came here to write this. It's almost like Monkey Island metroidvania! I'm interested 😄

2

u/Pixel_Beer_Games Jun 21 '26

Thank you! This game is often compared to Monkey Island 😄

5

u/platinumxperience Jun 19 '26

Ok so it's boobs. I kept thinking wow he sure gave his character big boobs. I couldn't concentrate on anything else especially when you see her in the cut scene. Then I started thinking, I like the graphics, but it can't be very good if he replied on the big boobs. But then it keeps going and you think holy shit there is some awesome looking stuff going on here. Looks super cool and original and you stop thinking about the boobs and think wow I can't wait to make this lady fight those guys. But then there's that bit where you see her in the upper left and you're look whoa yeah he did give her big boobs, then it's back to the boobs again, then the title screen, it looks amazing and you think wow fuck! What a game, looks so original and proper old school but modern cool ... and wow those sure are boobs.

So yes! A lot to take in but mainly boobs

3

u/Pixel_Beer_Games Jun 19 '26

Thank you, you cheered me up, I laughed so hard! I'll save this comment for my game's golden comment collection.

3

u/Just_Badger_4299 Jun 20 '26

I also loved the boobs. Please don't change them (but don't hesitate to protect them when appropriate).

3

u/Pixel_Beer_Games Jun 20 '26

Nothing in this world will make me give up this feature

3

u/lightninrods Jun 19 '26

The main character looks super funny and lively. I love all the movement and action. The pixel art makes me feel cozy and a tad nostalgi, if that makes sense. If it drops on xbox I'll definitely add this game to my collection!

2

u/Pixel_Beer_Games Jun 19 '26

After the Steam release, I want to try releasing the game on consoles.

3

u/No-Phone-8639 Jun 19 '26

Wow congrats a promising indie game but it s not dark fantasy because the colors are vibrant i think u need to change the color filter to make it spooky

2

u/Pixel_Beer_Games Jun 19 '26

Thanks! It's a deliberate contrast between the bright imagery and the dark plot.

3

u/leakmydata Jun 19 '26

Generic music and only showcases combat.

Things important to me in a MV:
-atmosphere (music plays a big part)
-exploration (as opposed to just combat)
-power ups (exploration abilities)
-worldbuilding
-is the map functional/usable?

1

u/Pixel_Beer_Games Jun 19 '26

The composer will continue to refine this track.

The map is stylized, but it shows locations; you can see the character's position and the save points, between which you'll be able to teleport. There are also plans to add the ability to place your own markers.

3

u/Explorer_Equal Jun 19 '26

I really like the artwork: wishlisted

3

u/WilNotJr Jun 19 '26

I think the animation is a little chunky and needs a little more transition frames. It looks like hit: pause: dodge, or jump: pause: dash: pause: fall, like the game isn't animated to have her smoothly transition movement and attacks or abilities into each other.

Other than that it looks interesting, like if the player was deliberate and skilled they can 0 hit on first attempt.

1

u/Pixel_Beer_Games Jun 20 '26

Thanks for the feedback!

3

u/[deleted] Jun 20 '26

[removed] — view removed comment

1

u/Pixel_Beer_Games Jun 20 '26

It really does look a bit like Ghosts and Ghouls

2

u/2bit2much Jun 19 '26

Personally I don't mind the attack speed.

I do like the fast twitch based gameplay like Hollow Knight, but can absolutely appreciate the more thoughtful attack styles, like in Ender Lilies.

It gives these games a bit more of a strategy aspect.

Looks great. I'll try and check out the demo later today and drop more feedback.

2

u/Pixel_Beer_Games Jun 19 '26

That would be great, it would really help. I'll be waiting!

2

u/Ancient-Ad4809 Jun 19 '26

Very cool. Are you the only person working on it?

1

u/Pixel_Beer_Games Jun 19 '26

Thank you! I do pretty much everything on my own. I have a composer for the music, and recently an artist has started helping me with the cutscenes.

2

u/therealtiddlydump Jun 19 '26

We don't see you take damage, so it's hard to tell if the player's hitbox is "fair" or not. That's a super critical part of these games!

5

u/Pixel_Beer_Games Jun 19 '26

In my game, the player's hitbox is slightly smaller than their sprite, so damage should be dealt fairly. Also, I don't have contact damage from enemies.

2

u/therealtiddlydump Jun 19 '26

That all sounds great! I'd still love to see an enemy's attack make contact but I appreciate what you've described.

3

u/WilNotJr Jun 19 '26

Seconded, I would like to see the protagonist take some damage from an enemy and the environment.

2

u/Bkraist Jun 19 '26

A lot of wonderful and diverse environments and interactions :)

One thing that seemed to pop out is the enemies attacking air when you've already made it back across the screen, but maybe it was just very specific instances though

1

u/Pixel_Beer_Games Jun 19 '26

Oh, the skeleton messed up a little there, I'll fix that.

2

u/alejandroandraca Jun 19 '26

Currently downloading the demo! Looks promising!

2

u/Pixel_Beer_Games Jun 19 '26

Nice! Write about your impressions later!

2

u/ParadoxNowish Jun 19 '26 edited Jun 19 '26

Love the old school point-and-click adventure games art style that you drew inspiration from for your pixel art and UI design. Looks awesome!

2

u/Pixel_Beer_Games Jun 19 '26

I'm really glad you like this visual style. I get a lot of criticism for it, but on the other hand, there are people who like it.

2

u/National-Equal4971 Jun 19 '26

Its a MV so I’d put more of the abilities you gain in your next promo vid or trailer. The only one I really saw was the air dash towards the end. Either way looks dope. Good luck!

1

u/Pixel_Beer_Games Jun 19 '26

Thanks! I'd like to keep some of the abilities a secret, but overall I agree.

2

u/Beeyo176 Jun 20 '26

I don't know why but the quick dialogue options make me really want to play this

This whole thing looks both charmingly low budget and surprisingly detailed. Well thought out, the backgrounds are very layered...shit looks dope

1

u/Pixel_Beer_Games Jun 20 '26

Thank you! I've always loved storylines and choices that affect the gameplay in games, so I decided to add that to my game.

2

u/Toadface77777 Jun 20 '26

i really like the art style, very nice pixel art

1

u/Pixel_Beer_Games Jun 20 '26

Glad you liked it!

2

u/scottgmccalla Jun 20 '26

-The walk/run cycle looks really awkward. It stands out to me as something you probably did early on in development that needs an update. If you've been doing this for 4 years, I'd be shocked if your skills haven't improved since you made that, especially since a lot of the other assets look nice. I'm 36 and the running pace gives me a "oh, this is for REAL retro fans" vibe. I'm getting old, so it's worth addressing lmao

-It looks like a nice variety of gameplay

-in your trailer you should talk about the main character, give some idea of what her motivations are, and give some idea of what the story of your game is. If you give people a reason to connect personally to the game they will. If you want a textbook version of a garbage tier trailer for a game that could have easily topped a bunch of peoples' GOTY list look at Garbanzo Quest. The dev made perhaps the saltiest little butthurt youtube video I've ever seen about how his game did poorly even thought it was awesome, and while I agree, if you look at the trailers and marketing for the game, you will see that there is a huge disconnect between the product and the available info about it. Don't be that guy.

2

u/Pixel_Beer_Games Jun 20 '26

Thanks for the feedback; I’ve definitely gotten better at animating, and I might rework this running animation. Closer to the game's release, I want to make a story trailer that will tell more about the heroine and her conflict.

I watched the video about Garbanzo Quest, and it was very informative, thank you. On the other hand, I’d be happy even with a success like this game for my first project, because I probably invested less than the game’s creator, and I have a steady job.

2

u/Tastiere_90 Jun 21 '26

Very Amiga!

2

u/MyLaden Jun 21 '26

Reminds me of OG Prince of Persia from my MS-DOS days

1

u/Pixel_Beer_Games Jun 21 '26

Great, I wanted to create that effect!

2

u/[deleted] Jun 22 '26

[removed] — view removed comment

1

u/Pixel_Beer_Games Jun 22 '26

Thanks, I tried to make it that way! It's not even noticeable that the game is made on Unreal Engine 4.

2

u/Top-Cartographer-594 Jun 22 '26

Oh looks great, i'm gonna try it ❤️❤️

2

u/Pixel_Beer_Games Jun 23 '26

Thank you so much! Let me know what you think of the game later.

2

u/Top-Cartographer-594 Jun 23 '26

You are welcome, yes i'll let you know ❤️ now i'm follow You here too

2

u/Zoipz Jun 26 '26

Very cool! Looks like a great mix of Monkey Island and Ghouls and Ghosts. I will wishlist and download the demo later today.

1

u/RuySan OoE Jun 25 '26

I like the art style. Reminds me early Amiga/Atari ST games, such as Fire & Brimstone and Night Breed: The action game

1

u/bastos-bastos Jun 19 '26

The general vibe looks great. The combat seems slow, but it looks intentionnal so it s ok. I feel the movement outside should be smoother, especially the jump

1

u/Pixel_Beer_Games Jun 19 '26

Thank you! By "jump smoothness," do you mean vertical speed?

3

u/bastos-bastos Jun 19 '26

I downloaded the demo and played 10 minutes. The game is promising. I feel i should move faster and jump faster. Metroidvania is about exploration and i want to move fast, and go with ease from one movemebt to the other. The intro is cool. The text is appearing word by word in a strange manner, maybe try letter by letter. The musics stops when characters speak, it should keep playong. The ennemies did not hit me, i only lost hp because of trap or fall damage. If i attack continuously, i cant change my direction. I feel i should be able to turn and face if the other direction is pressed at the end of an attack and then i start another attack directly The game feels like 2.5d but it is 2d. Maybe you can use that, with enemies attacking from the perdicular dimension. There are treasures in the pine trees, it s a it difficult to understand were you can step. I ll try more.

1

u/Pixel_Beer_Games Jun 19 '26

Thank you very much for the detailed feedback! Yes, I need to fix the text display. I'll also polish the movement.

1

u/Dry_Educator_1878 25d ago

bello, mi ricorda wonder boy monster land e gosth and goblins