Name | No Place for Bravery | ||
Developer | Glitch Factory | ||
Publisher | Ysbryd Games | ||
Tags | |||
Release | 2022-09-22 | ||
Steam | |||
News | |||
Controls | Keyboard Mouse Partial Controller Support Full Controller Support | ||
Players online |  n/a  | ||
Steam Rating | n/a | ||
Steam store |
Hello No Place for Bravery Community, |
[h2][h3]Guardian Edition Free Demo[/h3][/h2] |
|
|
[h3] [h2]One last consideration[/h2] We will be continuously working on Bravery to get to the game that we always dreamed of delivering to the community, the goal of this version is to understand how you will feel the game and we hope that you can rate Bravery, so we can understand if the game is better and we can still evolve, after that we intend to take these improvements to other platforms like the Switch. For the most enthusiastic players, below we will have a complete list with all the changes [h3]Feedbacks and reading, confusion during combat[/h3]
Visual feedbacks in the UI have been added to improve movement readability of all ranged attacks, breaker and special enemy skills
In our initial approach, taking reference from Souls games, we understood that reading enemy movements through their animations alone was enough for the player to anticipate their actions, react and generate strategies.
the game seems unfair to the player, punishing him for mistakes he didn't have a chance to react to. The way we balance the game's combats with several enemies, it is impossible for the player to be aware of the movement of the various enemies on the screen, he often faces more than 5 enemies on the screen, between melee and ranged enemies, with fast and slow projectiles, so in these situations reading the movements and feedbacks of a single enemy are practically useless, while the player focuses on the closest enemies, several other actions are happening and have consequences on him, but they were not in his field of vision which generates this feeling of injustice , because unlike a Souls, the player is being punished for something that he didn't even have the chance to react to. [h3]Stance damage and strong attack[/h3]
Thorn's base damage has been split into two, now with the sword he no longer deals posture damage, nor with bow basic attacks. Charged basic attack is now a strong attack that also deals stance damage.
In the previous version Thorn dealt damage both to enemies' health and posture, it was a design decision because we didn't want weak and strong attack, so that the possibility of breaking posture was not absolute for hammer or parry, so that players could also break posture playing looser.
Here it solves a confusion also generated by the design, we have a feedback that plays a slowdown of a few seconds every time an enemy resets the posture bar, what was happening is that during sword combat on many occasions the player broke posture of several enemies in a row, once again giving the impression that the game is too slow. With the separation of posture damage from the basic attack, in addition to combat becoming more agile, the satisfaction with the posture break has become better, as now the effect happens after an intentional action by the player. [h3]Player Attribute Feedback[/h3]
Added feedback when the player is low on Health, Stance and Stamina.
We considered that only with the indicators on the screen the player would be able to check his resources.
In the heat of combat, feedback is extremely necessary to give the player tips on what is happening, he ends up not looking at his attributes when he is surrounded by enemies, and this generates the feeling that he died, or lost a resource suddenly, that it was unfair. [h3]Side Step & parry[/h3]
Actions now have absolute priority, they are immediate and cancel any other action that is being executed, even overlapping with each other. Final Side Step's recovery frames can be canceled with another action, except with the side step itself, evolving the side step decreases the recovery. Frames of invulnerability added to the basic Side Step. Now, Thorn flashes blue, which is the defense color in the game, every time it's invulnerable during a Side Step.
By design we wanted the player to feel that every attack was costly for Thron, so actions were not cancelable with others, he would have to commit to every action as the combat was supposed to be extremely technical, it wasn't just about positioning yourself right, but also take actions at the right time and be punished when you make a mistake.
We wanted to ignore the conventions of the genre a bit in this approach, but some standards are already well ingrained in players and many have reported that combat felt sluggish and unresponsive, in part because of the lack of canceling actions. Animation cancel: [h3]Side Step - Invulnerability feedback[/h3]
invulnerability frames added to basic Side Step. Thorn now flashes blue, which is the defense color in the game, every time he is invulnerable during a Side Step.
We believed that the player would master this mechanic without needing clues.
It gives more agency to the player and makes using Side Step a more viable and less punishing game strategy, as players were already trying to go to the dash side like in the souls games. [h3]Difficulty levels[/h3]
Thorn's health, stance, and stamina have been balanced across all difficulty levels. The amount of health, posture and damage resistance of all enemies has also been revised.
Our intention was to make a game that at the base level was difficult and that the player had to be very aware of his actions.
The game was too hard in all modes and extremely unfairly punishing. the player couldn't enjoy the game if he didn't play the specific way that the game was satisfying, focused on using parry, but the convention of the genre actually makes the players play more inclined to Dash/Side Step than to parry, therefore the previous game design it was not working in several situations. [h3]Rework Level design[/h3]
Prologue and ActI (Guardian Base) - change in the level design and combat design from the beginning of the game to improve the learning of the mechanics with new tutorials and generate more interesting combat situations and that generate a better sense of progression in the player.
We had less experience in that part and we put a lot of the game's combat in the prologue and ActI out of fear and as a solution to make the design more interesting.
The feeling that the game doesn't change much over the course of the adventure and the sense of variety in combat PS: we still need to take these improvements to other scenarios in the game. The level design we're currently working on for a patch is the Prison of ActIV, to make better use of the crossbow improves in a true bullet hell sequence for the game. [h3]Pausing in-game menus[/h3]
game now pauses when in-game menus are opened.
We wanted a constant sense of urgency.
The player was very overloaded during the fights and was not using enough items or messing with the inventory, maybe this change improves and makes him use more items during the fight, create more strategies. [h3]Self-consumable item[/h3]
Enemies now have a chance to drop items that automatically heal, health.
Enemies just dropped items that the player would need to enter the inventory to equip or use, once again thinking about the extremely technical and intentional combat we wanted.
Makes combat fairer and removes the need for player pauses in combat. PS: We're currently working on item drops for Stance and Stamina, but it will also involve a full balance of the item drop percentages of the game. [h3]Breaker Attack on enemies[/h3]
The base posture damage that enemies do to Thorn has been lowered and an attack variation called Breaker has been created for all enemies, the Breaker attack consumes half of Thorn's posture bar if the attack connects.
Enemies followed the same pattern as Thorn for health and stance damage.
At various times the player was confused when he lost his resources, this solution was created to solve the damage in the posture, but it ended up generating a completely new and interesting dynamic for combat situations. [h3]Full Screen behavior[/h3]
tweak so that the player could play the game in Windowed mode and in different resolutions.
It was a bug.
Several players complaining about not being able to change the project's video and resolution settings, in addition to not being able to play in windowed mode because the game forced fullscreen all the time. [h3]Crossbow rework[/h3]
The player no longer needs to worry about aiming with the crossbow when shooting directly with the attack button as he will always hit the nearest enemy, but he can still enter aiming mode to choose the enemy he wants to hit. When the amount of arrows reaches zero Thorn automatically reloads the weapon, this action can be canceled with Side Step or Parry.
Again by design we understood that it was important to aim and allow the player to miss their actions.
In fact, the most important thing is the player's concern to position himself and be in the right place to perform the actions in order to be punished, he does not also need to be punished with the possibility of missing arrows when playing without aiming. PS: The aim assist was improved for the controller, keyboard and mouse still demands precision. [h3](Enemy) Heblin Dasher[/h3]
Creation of a variation of basic Heblin that gives a Dash attack.
Before this enemy did not exist because the design and amount of life of the enemies allowed longer combats.
After adjusting the life and posture of all enemies and Thorn's Damage, it was necessary to create a basic enemy that attacks the player before he is in range of his attack, because as the enemies now only resist two attacks and the player has a lot of posture the dynamics of combat have changed drastically and we need to get the player to move more defensively instead of just charging at enemies smashing buttons. [h3](Enemy) New Order Area Cancel behavior fix[/h3]
Now the enemy fires his skill in a cadenced and predictable way serving its purpose of making the player not stand still.
He played two different skills with different amounts of projectiles, I believe to keep the player away from him as well.
The character's various skills made him very chaotic and not predictable, in addition to polluting the combat a lot. [h3](Enemy) Archers and ranged attacks in general[/h3]
We removed the update of the enemy's aim from the moment of the attack and left it in the moment of anticipation of the attack.
It felt more accurate for the type of game where we wanted enemies to update their aim when releasing the attack.
This generated many unfair situations where the player at a short distance felt the impossibility of dodging attacks, now with the aiming feedbacks the feeling of evading attacks beyond anticipation is much more satisfying. [h3](enemy) New Order Bullet Hell Rework[/h3]
Instead of him shooting 12 arrows in a semi circle, he now targets the player and shoots arrows in a rhythmic sequence in their direction.
Design decision.
It makes bullet hell combat less confusing and gives the enemy a purpose, to make the player move while being targeted by their attacks. [h3](enemy) Heblin Tank[/h3]
Behavior tweaked to become a game miniboss.
The enemy was a generic tank that was in several combats.
With the new design tweaks the need to have more interesting enemies for key combat moments became necessary, the tank is one of those enemies that has been reworked to be more challenging as a miniboss. |
Exciting News and a Deeper Conversation with the Bravery Community! |
|
[h2]Narrative:[/h2] Glossary entry for Leaf, Thorn, and Rosa removed from the prologue. [h2]Enemies encounter:[/h2] Warlock Summoning clones : The clone summoning behaviorwas removed to avoid a Hard Lock when the player respawns at the near battle memorial. The Warlock encounter will be further reworked for further updates. Westlands Ghost enemies: Removed until the rework of the battle design of this area is done. [h2]Level Design & Enviroment:[/h2]
[h2]Miscellaneous:[/h2]
[h2]Battle Design & Gameplay:[/h2]
[h3]Combat Improvements - Sword and Dash[/h3] Improvements made to the dash to make it a more viable combat maneuver. Sword movimentation improvement:
Sword combo damage:
Dash + Attack:
Basic dash:
Improved Dash: Click:
Hold:
[h3]Thorn Hammer improvements:[/h3]
Hammer skill 360 spin attack update:
|
Hi folks, in my first live Stream I want to share with you some insights into the game, what makes Bravery the game it is, our creative vision behind some scenes and decisions, and also talk about the first upcoming patch. |
Hello Brave ones, How fighting for Dewr been so far? |
Rise, children of Dewr. A world of selfishness and terror awaits, and it is there your blades of vengeance must sing. |
[h2]Hey hey! We have some amazing news for you all! [/h2] |
|
With No Place for Bravery being selected to participate in both the Indie Arena Booth during Gamescom and BitSummit the 8th Bit in Kyoto, we decided to hold a fan art contest! Yaaaay! [h2]And now for the rules:[/h2]
Once we get the submissions, the staff of Glitch Factory will be casting our votes for our top three picks, which well tally up and announce after the end of the contest on our Steam Page and Twitter. The winners will be contacted by the email used to submit their work. All of the submissions will be collected on a post here on steam and on our website. And if you send it in time, we might even be able to show it off on our livestreams during Gamescom and BitSummit! [h2]Gamescom Livestream Schedule Aug 25th - 29th :[/h2]
So get cracking, and we cant wait to see what you come up with! |
Watch the developers play! |
Hey hey, friends!
[h2]Play the Demo [/h2] We've been selected to participate in the PAX Online Indie Showcase! During the event, July 14 - 18, you'll be able to play No Place for Bravery's demo again. That's probably your last chance to give it a try :X. So please check our Steam Page to download the demo. [h2]We have a new trailer[/h2] [previewyoutube=Pf7nr7zyYoQ;full][/previewyoutube] Sharpen your swords because No Place for Bravery is dropping on Q4 this year! [h2]Localization[/h2] Last but not least, thanks to our partners at Ysbryd Games, the game now have full support for the following languages:
Follow us on our social media, and don't forget to wishlist the game!! :D Discord Be safe! Matt. |
|
During the Steam Game Festival, our devs here at Glitch Factory will be chatting game dev and doing their best in the Beat the Devs Speed run Challenge.
Timezone: PST In case you missed the news, here is our last steam news with the details of the Speedrun Challenge. https://store.steampowered.com/news/app/1039100/view/3065231317872730556 We're be doing a giveaway of five full game keys randomly given out to folks who sign up for our Newsletter during the event. Newsletter: https://theglitchfactory.com.br/join-the-order/ We'll announce the winners on February 10. Stay tuned. Discord: https://discord.gg/qFkfFhH Twitter: https://twitter.com/glitchfty Instagram: https://www.instagram.com/glitchfty/ Gamejolt: https://gamejolt.com/games/noplaceforbravery/518545 |
|
Finished the game in under 25 min and felt like sharing it? Join our discord server, or tag us on Twitter @GlitchFTY so we can spread the word with the whole community. Discord: https://discord.gg/qFkfFhH Beta leaderboard screenshot - this will be reset on the day of the event. Verification process: If you win and in order to verify your steam nick and your time, join our Discord and DM our mods. Not a big speed runner? We got you. We want No Place for Bravery to be for everyone. With this Demo, we are releasing a preview of some of our accessibility settings. These aren't the full feature set that will be in the final game, but should help you enjoy the demo to its fullest! Have a great time playing the game! This feature is not available on the Beat the Devs mode. Download the demo: https://store.steampowered.com/app/1039100/No_Place_for_Bravery/ Discord: https://discord.gg/qFkfFhH Twitter: https://twitter.com/GlitchFTY Newsletter: https://theglitchfactory.com.br/join-the-order/ |
|