cyborgboy95
News Cyborg
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- Aug 24, 2019
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Hi all, hope you're all doing well!
Following our feature on Dodging in Thymesia, it's time to look at the Deflecting mechanic. Deflecting can be unforgiving, leaving Corvus vulnerable if you don't execute your move correctly and accurately.
Check out our recent video that explains all:
As always, here's the full video script if you'd prefer to read instead:
Deflecting in Thymesia is important when duelling your enemies; it provides Corvus an opportunity to thwart incoming attacks – which can become overbearing when you’re on the receiving end of a flurry of strikes.
Press your left bumper [LB/L1] just before the enemy’s attack hits Corvus to Deflect it. Deflecting an enemy attack negates any damage to Corvus and deals damage back.
It sounds great, but you must time it perfectly – you have milliseconds to get it right. Time it poorly, and you’ll incur the damage. You won’t have ample opportunities because Thymesia can be … unforgiving.
The Talent Tree gives you some flexibility in your approach to Deflecting.
You can increase the time you have to deflect, but this reduces the amount of damage Corvus inflicts when successfully deflecting. Conversely, you can opt to reduce deflect time – which increases the damage Corvus deals when deflecting. Most risk for the best reward in this case.**
If you wish, you can opt for a defensive stance and omit Corvus’ ability to deflect altogether – ~~where Corvus hold’s his stance and parry’s incoming attacks~~. This is more of a damage control method for when timing accurately isn't your strong suit; your foes will still inflict damage as Corvus parries. Less risk for less reward.
When an enemy has a green indicator over their head, they’re about to charge in with a critical attack – these cannot be deflected. You’ll need to get the hell out of there or interrupt them somehow, as we explain in our upcoming video.
Thymesia releases this year on PC.
Thank you for taking an interest, we'll have a release date to share with you all soon!
Fighting an Elite enemy (Gameplay)
Hi all,
Here's some footage from a fantastic duel I had yesterday with an 'elite' enemy; you'll see these guys pop up from time-to-time. Not for the faint-hearted! Let us know what you think
Well, we were going to celebrate hitting 10K followers - but 'vengeance' happened and here we are! Here's a look at our checkpoint girl, Aisemy. She's a very important character in Thymesia. Everybody loves a checkpoint.
Thymesia's Demo Ends Today!
Thank you for playing!
Hi everyone!
Thank you for participating in Thymesia's demo!
The demo is a modified version of the tutorial level. The purpose is to let you practice the basic combat system, so you cannot level up in the demo and iteratively advance your abilities.
In the tutorial, you only have to defeat the greatsword elite to progress. The halberd elite and Varg are there for players who want to challenge themselves. Don’t get discouraged if you can’t beat them. When you meet them in the game, Corvus has already levelled up, so it will be much easier.
We understand the feedback we've received on restricting Corvus' combat mechanics early on, but rest assured — you'll be able to spend Skill Points in the Talent Tree very quickly. Important enhancements to dodge, deflect etc — can be made early on in the game.
In the meantime, we’re so happy to receive so much feedback from all over the world. Please keep it coming. We are listening, and we will keep improving the game!
Video content
The following videos show a few mechanics at an advanced level (which you'll achieve quickly) and a fight with an 'elite' enemy. Next up, we'll be talking about the Feathers mechanic; stay tuned for more on that!
Upcoming changes to Thymesia following demo feedback
Hello, everyone! The steam demo was a great success for us! We enjoyed watching people playing our game. We also really appreciate those who were willing to take the time and tell us what we could do better. We are listening!
Our team had a meeting right after the event and here’s a list of things we will change:
- Shorten the wind-up animations between saber attacks
- Shorten the wind-up animations between deflecting and dodging
- Extend the i-frame for deflecting and dodging
- Significantly increase the flying speed of feathers and extend the window for interrupting enemy critical attacks
These alone should drastically improve the fluidity of the basic combat. Besides that, we have so much to do before launch.
*Please note
The demo featured the tutorial segment of Thymesia, offering a limited selection of combat. You can upgrade talents extremely quickly in-game, enhancing dodge/deflect abilities in no time, at all.
Thymesia releases August 9th
Claw Mechanic Explained | Thymesia Gameplay
Hello everyone,
Let's take a look at the Claw mechanic!
An insight into how this devastating attack works, and the role it plays with enemy health bars
Claw Mechanic Explained | Thymesia Gameplay
Hello everyone,
Let's take a look at the Claw mechanic!
An insight into how this devastating attack works, and the role it plays with enemy health bars
Well, I've spent 10 potatoes on this shit and almost everything related to combat is broken: input delays, deflect is unreliable, cancelling combos with feathers is unreliable, parry windows are measured in milliseconds, enemies tracking is absurd, enemies have delayed attacks and super armor for no reason, the first boss is unbeatable without parry spam and so on.The game is free as part of PS Plus Extra, so I started it - and I'm surprised, pretty solid so far. Decent & responsive combat system, some interesting skills, nice atmosphere (think Undead Burg followed by Blighttown), nothing that's annoying / broken. The enemies feel a little bit to spongy at times, but this is a minor complaint. Do not expect greatness, but the game is at least worth trying.
It's not my fault your taste is shit.Man, you bad. I played it too and I had a great time, short and sweet souls-like with a couple cool mechanics. I would recommend.