Valkie 64

Valkie 64

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CrowRising 15 Oct, 2023 @ 6:13pm
Some thoughts, criticism, and suggestions.
I thought the game looked neat and it was cheap so I grabbed it. So far I've only played about 40 minutes, and in that time I got as far as the end of the Forest Temple.

Visually, the game is very appealing. It absolutely invokes that feeling of playing an old N64 era game and in particular definitely gives off those Ocarina of Time vibes. It's clear that the lighting engine is more advanced than anything actually from that era, but I'm not a strict purist so this isn't an issue other than perhaps for some lower end PC's. I don't have any noteworthy issues on my PC however, so I won't really delve into performance too much.

I would however very much appreciate an option to toggle the motion blur. It's not ruining the experience for me or anything, but I do generally prefer to be able to toggle that off in most games I play. On that note, it would also be nice if there was an option to toggle screen resolution. While it's strongly a matter of preference and not something that I would count as a negative strike against the game, I'd like to be able to run at a lower resolution to help with replicating the look of games released in that era. A basic CRT filter option might help too, but that's not super necessary or anything either.

As for the actual gameplay, I like that it's somewhat doing its own thing and isn't a straight up Zelda clone. However, the combat I've experienced so far does feel somewhat basic and button mashy. This isn't all that big of a problem for the regular enemies, but I did take some issue with the Forest Temple boss. The boss just chases you and attacks. It does seem like some well timed attacks can interrupt its attack animation, but other than that it seems like you basically have to just hit it a bunch of times before it can kill you, and retreat to break pots in the hopes of getting some hearts back if you reach low health. I don't know if other bosses are similarly simplistic, but I do think the game would benefit greatly from introducing some sort of additional strategy to the boss fights, especially since dungeon items don't seem to be a thing so far. For example, it would be a lot more fun if you could lure the boss into the moving spike traps to either damage it, or stun it to get some hits in. Perhaps after each time you do this, the boss changes up its movement pattern a bit, so you have to be more clever about how you lure it into getting hit?

I like that doing combos with the same attack type (horizontal or vertical) stacks into greater damage, but I'm not a huge fan of this getting reset when you combine types, as having to try chaining only one type feels very button mashy. Perhaps instead, certain enemies could be weak to certain combinations? For example, there might be an enemy that's weak to horizontal, vertical, vertical, but takes reduced damage to any other combination. If something like this gets implemented however, there should be some kind of visual hint of what combination to use on which enemies so that it's not all just trial and error.

When collecting the gems/currency/whatever it's called in game, it should display somewhere on screen rather than only doing an audio cue, especially while in deep grass. In Zelda games, this is usually done by showing what color Rupee you collected over your head. If you want to be distinct from that, you could have it display above the hud's money counter instead, and perhaps also a +# indication next to it to show the player how much more money they just picked up. For example, you pick up blue, you get +1.

The music so far hasn't been anything mind blowing or anything but it does fit quite well. I don't really have much else to say about this. It gets the job done.

Overall, considering the game is so cheap I don't really take serious issue with anything I experienced so far. However, I do see potential here for improvement. I am having fun so far, but I still feel like there's a lot of room for the game to grow, or if development is generally wrapped up for it to get an improved on sequel.
Last edited by CrowRising; 15 Oct, 2023 @ 6:14pm
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Showing 1-7 of 7 comments
dagotth  [developer] 27 Oct, 2023 @ 1:09pm 
Thank you for your feedback! There are some changes still planned and they should fix some of your concerns. I think a motion blur toggle and a lower resolution setting (or something similar) could be interesting and I will be looking into that.
CrowRising 27 Oct, 2023 @ 2:03pm 
Originally posted by dagotth:
Thank you for your feedback! There are some changes still planned and they should fix some of your concerns. I think a motion blur toggle and a lower resolution setting (or something similar) could be interesting and I will be looking into that.
Thanks for the reply! I'm looking forward to seeing these changes you're talking about. I'm a lot further along in the game now and while the experience hasn't been perfect I've generally overall enjoyed it. I do still feel like the combat is button mashy even after getting the upgrades but I don't mind it as much against regular enemies, mostly it's just the boss fights that have been kind of terrible. In my opinion, a boss fight overhaul would be exactly what the game needs to bump it up from a 7/10 to a 10/10, at least for a game in its price range.
dagotth  [developer] 27 Oct, 2023 @ 2:07pm 
I understand the boss fight criticism. I am not sure if that is something I will change in the future though but I will consider it
CrowRising 27 Oct, 2023 @ 2:28pm 
Originally posted by dagotth:
I understand the boss fight criticism. I am not sure if that is something I will change in the future though but I will consider it
Thanks again for the reply! Looking forward to future updates.
CrowRising 28 Oct, 2023 @ 2:38pm 
I noticed that one of the new areas that got added is almost identical to the second level in Super Kiwi 64. Comparing the two, it seems like the version present in this game is a complete remake with a bit more detail added in, some different placements, and no ship in the water. I'm curious of if this was done as a collaboration or if it's more of a homage?
dagotth  [developer] 28 Oct, 2023 @ 3:07pm 
It's an homage to Kiwi. I wanted to have a more dense forest area and really liked the one in Super Kiwi 64 so I asked the dev if I could recreate that forest level for Valkie 64 :)
CrowRising 28 Oct, 2023 @ 3:07pm 
Originally posted by dagotth:
It's an homage to Kiwi. I wanted to have a more dense forest area and really liked the one in Super Kiwi 64 so I asked the dev if I could recreate that forest level for Valkie 64 :)
That's super cool, thanks for the info!
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