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ACT [Kyrieru] Eroico (RE115470)


Re: Eroico revision

Failure is the brewing mash for the cider of success.
 
Re: Eroico revision

Failure is the brewing mash for the cider of success.

Well said!
Now excuse me, after this motivating line I will go back to and let the Four Kings bash me another 20 times.

@Kyrieru:

The new animations are a huge improvement in my opinion! The additional experience you've gathered ever since you developed Eroico really shows in my opinion, the animations are more fluent and detailed. Two thumbs up for you!
Since you went back and gave Eroico some fresh visuals/animations, do you think you might do the same for Kurovadis? At least according to the JP dlsite page, it appears that the game was more successful than Eroico as well. Maybe another relaunch/update would be a good idea? :cool:
 
Re: Eroico revision

Does anyone else have an issue where it plays like it's in slow motion? It's essentially unplayable.
It's weird, there's almost no way it's a hardware issue, I just upgraded my PC last week.

Only thing I can think of is controller issues with stuff like joy2key
I also encountered a problem after messing with radeon monitor settings where Eroico wouldn't run over 50 fps until I restarted.

do you think you might do the same for Kurovadis? At least according to the JP dlsite page, it appears that the game was more successful than Eroico as well. Maybe another relaunch/update would be a good idea?

I won't be doing the same for Kurovadis. At some point I may finish the pixel art CGs, but that's about it. Revising Eroico took waaay too long, and working with old GM is soul destroying.

Also, to anyone who had performance issues, someone tipped me off to a fix that may fix scaling problems, and I've also re-tiled the game, resulting in a performance boost. Should help.
 
Re: Eroico revision

Only thing I can think of is controller issues with stuff like joy2key
I also encountered a problem after messing with radeon monitor settings where Eroico wouldn't run over 50 fps until I restarted.



I won't be doing the same for Kurovadis. At some point I may finish the pixel art CGs, but that's about it. Revising Eroico took waaay too long, and working with old GM is soul destroying.

Also, to anyone who had performance issues, someone tipped me off to a fix that may fix scaling problems, and I've also re-tiled the game, resulting in a performance boost. Should help.

Glad to see you're ever improving on your workmanship.
 
Re: Eroico revision V7

no sound devices detected error, I don't know why this happen even though other games have sound = =
 
Re: Eroico revision V7

no sound devices detected error, I don't know why this happen even though other games have sound = =

Could be direct X? Try downloading direct X9. Other than that it's hard to say.
 
Re: Eroico revision V7

If you keep falling for the same enemies, it usually means that it's either too difficult or you're losing your patience.

No, I thought that I've made clear that I'm not falling to the same enemies. I'm falling to not-easy-to-grasp platform sections... AND THEN I have to KILL the same enemies I've already killed and pass the three, four... SIX rooms I've already explored to reach the same platform sections.
Just to die again.

This is my average:
Time employed to pass a difficult platform section through trial&error: 5 minutes
Time employed to kill the same enemies on the same route to the section again and again: 30 minutes.

Cannot enjoy this kind of gameplay.

Lol = D


Calm down by the way;you cant think rationally while raging,drink a glass of water and take a break. It will help.

As said above, the proportion is 5 minutes of rage, 30 minutes of boredom.
No glass of water can wash away the boredom, while a good ol' savepoint can.
 
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Re: Eroico revision V7

I don't want to come off as an asshole, but that's how video games are usually paced. You try and you fail, again and again, until you succeed. Shoot the cyberdemon until it dies.
 
Re: Eroico revision V7

Now excuse me, after this motivating line I will go back to Dark Souls I and let the Four Kings bash me another 20 times.

When you succeed, you will find it worthwhile.
 
Re: Eroico revision V7

I'm on PerBert's side on this one, I thought the game could use more checkpoints. I was getting frustrated on easy my first time through, and it felt like there should have been a checkpoint every time it loaded a new screen. I enjoyed the gameplay enough to go back and beat it on normal, but I prefer H games to have a stupid easy setting as well.
 
Re: Eroico revision V7

Solved the slow motion, I don't know why this is the only game that had this problem but updating my graphics driver made it run normally.

Maybe it isn't compatible with the stock drivers on the RX 480?
 
Re: Eroico revision V7

This is my average:
Time employed to pass a difficult platform section through trial&error: 5 minutes
Time employed to kill the same enemies on the same route to the section again and again: 30 minutes.

As said above, the proportion is 5 minutes of rage, 30 minutes of boredom.
No glass of water can wash away the boredom, while a good ol' savepoint can.

While I'd agree that Eroico's checkpoints aren't great for an H game, I think your situation is a little extreme.

There aren't really any platforming sections that require a lot of trial and error. Most of it is either waiting for the right timing (spinning spikes) or bouncing (made trivial on easy mode)
As for fighting enemies for 30 minutes, there isn't a reason to fight everything. Most of the enemies can simply be jumped over. The only enemies you need to kill are those that are directly interfering with your ability to progress, which on easy can be taken out with one shot of the spell.

Even if you're trying to get all the upgrades, you can generally get as many kills as you need by avoiding most of the enemies and getting pots when you see them.

All in all. while I considered changing elements of the checkpoints, ultimately I decided against it since I originally intended for the game to be hard. While I have different views on how to handle things like checkpoints now, I dont want to change the game itself too much.
 
Re: Eroico revision V7

While I'd agree that Eroico's checkpoints aren't great for an H game, I think your situation is a little extreme.
...

All in all. while I considered changing elements of the checkpoints, ultimately I decided against it since I originally intended for the game to be hard. While I have different views on how to handle things like checkpoints now, I dont want to change the game itself too much.


Difficulty or not, getting sent all the way to the beginning repeatedly is demoralizing. After failing to make it to whereever the first checkpoint is on stage 1 for about 9 deaths and starting from the very start, I lost the will to bother. Would have been perfect for me if you just started from the beginning of each new room instead of the very beginning of the level, and maybe with a lives system instead for preserving difficulty.
 
Re: Eroico revision V7

Difficulty or not, getting sent all the way to the beginning repeatedly is demoralizing. After failing to make it to whereever the first checkpoint is on stage 1 for about 9 deaths and starting from the very start, I lost the will to bother. Would have been perfect for me if you just started from the beginning of each new room instead of the very beginning of the level, and maybe with a lives system instead for preserving difficulty.

The trouble with that is that difficulty is very all or nothing sometimes. The game was balanced in such a way that you generally get health and magic when you need it, and is therefore dependent on the location of the checkpoints. This puts it about where it should be for players of a certain skill level.

If checkpoints are moved, then powerups have to be moved. If the beginning of every room is a checkpoint, when health powerups would need to be removed entirely, and even then, it would make it too easy. Per-room checkpoints are generally in games with difficult per-room challenges (super meat boy), whereas Eroico is about attrition. The game would have to be changed so that you can only take 1-3 hits.

This is what I mean when I say it's very all or nothing. If it's made easier, then it's going to make it too easy for some people. If it's as hard as it is, then obviously people who can't make it past the first room (Aka my roommate) aren't going to enjoy the game very much.

There are certainly options, however they all involve completely changing how the game works, and in some cases just shifts the level of skill. Like I said, I wouldn't have done it this way if I made it now, but as this is an update, I just don't plan on changing what the original was meant to be.
 
Re: Eroico revision V7

Eh, I used to think it was a tad bit too hard 3 years ago, even after playing Kurovadis back then, although it was nowhere near the crazy jumps you had to do on Kurovadis with the roll to boost between gears while lighting bolts landed in between... Damn, not sure what I was thinking back then.

After Kurovadis I remember Nagai Yamiji, which... had even crazier jumps. Like at certain points I felt like I was playing a Kaizo Mario. I don't think that's a good thing. It did have an super easy setting that added platforms and did say it was aiming at old school nintendo difficulty. Did that on normal.

Nowdays the only kind of difficulty I get pissed off at is the BS difficulty, AKA stuff you couldn't have possibly known until it happened. I think I only had one instance of this in Eroico, a part where I was climbing and I bumped head first into a Fairy projectile since the fairy couldn't be seen until the very last moment and for some reason was already buffering her attack off screen, hitting me mid air. Think it was one of the last stages.

Think what ticked me off even further that since the enemy was positioned in such a way I also decided to be a cheap ass and wait until it did a shot off screen to since I knew certain projectiles despawn instantly when off screen to advance just to confirmed that the enemy was buffering her attack from somewhere you can't see. Now, this could have also totally been me, maybe there was an audio cue or I just went in a bit too fast.

And it made me think of Kaizo Mario invisible blocks.

But all in all I feel like every other difficult part is fair. Just needs good execution. I mean it doesn't even have insta die pits, most difficult platforming you just land on an area with enemies you can actually get out of. I finished the game in less than an hour I think? Might have been less.


But the first boss... I distinctly remember being able to air down+attack all day in the first form. You can't pull a "Mandela" effect on me! I am not crazy, you are all crazy!

But seriously, the difficulty seems fine. Although, coming to play a game like this after an 8 hour shift might peeve some people, but it's not like it's that long of a game, heh.

Now, I have to wonder why a 2nd slash attack exist, since you can hold down+forward and attack and your character will do a really quick attack, cancel it quickly, also move forward as if you were slashing forward, and guard.
 
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Re: Eroico revision V7

T Per-room checkpoints are generally in games with difficult per-room challenges (super meat boy), whereas Eroico is about attrition. The game would have to be changed so that you can only take 1-3 hits.

This is what I mean when I say it's very all or nothing. If it's made easier, then it's going to make it too easy for some people. If it's as hard as it is, then obviously people who can't make it past the first room

Not arguing you should change anything, mostly just offering my experience as feedback.


It could be that what you were going for just doesn't mesh with me. I definitely prefer a set-up like Super Meat Boy or the Prinny games over this. It's not the direct difficulty that puts me off it's having to repeat so many sections. It's actually really hard to recover from a screw up because if you eat 3-4 hits in one room you generally have a long way to go to get a health-up, and even then it doesn't recover all the damage you already took. Feels like a very slow downward spiral.

When it comes to attrition... well, as an example I absolutely love the mega-man series. Most of them are tuned to allow for a lot more hit-trading in that you can take a decent number of hits from weaker enemies and there are generally a lot more health pickups, which are also potentially farm-able if you really need to, but you're also forced to engage a lot more enemies. Eroico on the other hand is tuned to have a lot more emphasis on avoidance since you can really only take one or two hits per room, but most of the combat can be skipped. Again, just not to my personal preferences I suppose.


I am going to have to disagree with you a bit on the "All or nothing" difficulty. I mean, I get your actual point is that no matter the difficulty some will find it way too easy and some will find it way too hard, which is true, but it's still kinda poor phrasing because you make it sound like there isn't any space between "trivially easy" and "extremely punishing." A lot of games manage to punish poor play or reward skilled play in ways other than gating progress as well, so it is possible to design a potentially challenging game that still has a lower minimum skill floor for barely completing the base content.

In this case, you already implemented difficulty levels anyway. If a change makes the game "too easy" I'd lock said change to the lowest difficulty. In the case of an h-game in particular, it's probably a good idea to tune whatever the lowest possible gameplay setting is to intentionally be brain-dead easy so that people who just want the porn/story content can still get to most of it. (First example that comes to mind: Millia/Echinda wars DX. Pretty hard on higher difficulties, but trivial on Puki. But if the game was tuned such that normal was the easiest difficulty, there'd be a lot of unhappy customers for that game, I think)
 
Re: Eroico revision V7

I hate to ask this but does anyone have a completed save for this game? this game is harder then darksouls.
 
Re: Eroico revision V7

I am going to have to disagree with you a bit on the "All or nothing" difficulty. I mean, I get your actual point is that no matter the difficulty some will find it way too easy and some will find it way too hard, which is true, but it's still kinda poor phrasing because you make it sound like there isn't any space between "trivially easy" and "extremely punishing

When I say all or nothing, I mean that in some cases it's not really possible to make a change without changing other things too; having a checkpoint in every room being an example. Either you make the change, and then change other stuff so that it works alongside it, or you don't change anything, since a lot of mechanics go hand in hand. Obviously there is a medium that could be achieved with more options, it's just not what I wanted to do at the time.

Also, the reason why I made platforming change based on difficulty is because it was the only thing not affected by it. So there were people breezing through the game and then having trouble with say, the bouncing sections.
 
Re: Eroico revision V7

hi Kyrieru. Did the vampires get an update? They sort of look like the only ones that werent upgraded.
 
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