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Play a story-driven Metroidvania-style action platformer heavily influenced by Korean folktales. 8Doors: Arum's Afterlife Adventure is now available on GOG.COM sporting a 20% discount that will end on 22nd April 2021, 1 AM UTC.

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GOG.com: Play a story-driven Metroidvania-style action platformer heavily influenced by Korean folktales. 8Doors: Arum's Afterlife Adventure is now available on GOG.COM sporting a 20% discount that will end on 22nd April 2021, 1 AM UTC.
The countdown clock is wrong.
I usually don't play metroidvanias, but I'll make this an exception! Visuals are gorgeous, nice to see more Korean games on here.
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kbnrylaec: The countdown clock is wrong.
It's a Korean Afterlife clock ;)
"After" also means "ass" in German.
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ChrisSZ: "After" also means "ass" in German.
Actually it means "anus".
Going to wait to see some reviews and updates for this. It looks great, and may be a purchase nevertheless, but the genre is too easily done poorly. The art alone may make it worth a look-see anyway.
I don't remember the details but there were a few things in the demo that seemed like they could use a bit more work so it worries me that it is releasing already. I'll pick it up sometime this year but maybe not yet (or at least I'll wait to play it if I do end up getting it in the next few days).
Anyone knows, how to change difficulty later ingame?! It says, it's possible, but I don't find the option.

So far I have to say, that it often seems to not run well, although it's going at 60fps... and I don't like the fact, that walking speed knows only 1 or 0, although I am using an analog stick on my controller.
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Schlaumayr: Anyone knows, how to change difficulty later ingame?! It says, it's possible, but I don't find the option.
If I were you I would keep an eye on Steam forums
https://steamcommunity.com/app/668550/discussions/
tho so far there doesn't seem to be any existing discussion regarding your question :/
(of course you are free to ask there should you so desire)
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Schlaumayr: So far I have to say, that it often seems to not run well, although it's going at 60fps... and I don't like the fact, that walking speed knows only 1 or 0, although I am using an analog stick on my controller.
If by any chance you mean you have to tilt your analog all the way for it to register 1 state in the game then that can be fixed by using controller wrapper and changing some analog properties.
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Schlaumayr: Anyone knows, how to change difficulty later ingame?! It says, it's possible, but I don't find the option.
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B1tF1ghter: If I were you I would keep an eye on Steam forums
https://steamcommunity.com/app/668550/discussions/
tho so far there doesn't seem to be any existing discussion regarding your question :/
(of course you are free to ask there should you so desire)
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Schlaumayr: So far I have to say, that it often seems to not run well, although it's going at 60fps... and I don't like the fact, that walking speed knows only 1 or 0, although I am using an analog stick on my controller.
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B1tF1ghter: If by any chance you mean you have to tilt your analog all the way for it to register 1 state in the game then that can be fixed by using controller wrapper and changing some analog properties.
Thank you for your hint and sorry for the confusion. I mean that usually the declination of my analog stick is proportional to movement speed. Here as soon as I start touching the stick, the character walks at full speed. That is really unpractical, when you are near edges... many times I went one step too far this way...
Post edited April 08, 2021 by Schlaumayr
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B1tF1ghter: If I were you I would keep an eye on Steam forums
https://steamcommunity.com/app/668550/discussions/
tho so far there doesn't seem to be any existing discussion regarding your question :/
(of course you are free to ask there should you so desire)

If by any chance you mean you have to tilt your analog all the way for it to register 1 state in the game then that can be fixed by using controller wrapper and changing some analog properties.
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Schlaumayr: Thank you for your hint and sorry for the confusion. I mean that usually the declination of my analog stick is proportional to movement speed. Here as soon as I start touching the stick, the character walks at full speed. That is really unpractical, when you are near edges... many times I went one step too far this way...
There is a way to work this around tho I am not sure what specific Windows oriented controller wrapper software allows that.
You could (in SOME Windows wrapper) set 2 zones per analog axis "side" - 1 would be full speed axis signal - while the other one would be half or less. (as example zone "half" could be idle to 50% tilt while zone "full" could be 51% to 100% tilt)
If you don't know what I mean - that "half" zone would emulate you fast swinging the analog to 1 position and back to idle (repeated) - just like clicking W instead of holding it on keyboard - it would allow more fine grained controls.
Tho I am not sure what WINDOWS wrapper would allow that.
I currently use Linux.
And on Windows I only used DS4Windows and I really don't remember if it allowed such changes.

EDIT:
Actually I had another idea quite literally after posting the above.

I am 100% sure DS4Windows allows emulating keyboard input (you can assign for example keyboard W to DS4 square).
So you can assign whatever directional keyboard walk keys game utilises to analog axis sides.
And if "zones" solution isn't possible in DS4Windows then you can do something else.
I am pretty sure (not 100%, it's been a while since I last used it and I cannot check it now) DS4Windows has an option of emulated keypress repeat interval change (ergo emulating timed clicks, kind of like controller "cheat" macros [rapid fire says hi]).
So you can just set that to "normal" in one controller profile. And then bind some unused controller key (or bumper/trigger, really ANYTHING, even gyro or touchpad if you happen to use DS4) to make it (the key) instantenously switch to another profile (be it hold to switch or tap to switch, your choice entirely).
The other profile would be 100% same as the "normal" one except for emulated keypress repeat interval (much lower one).
On a side note, if you by any chance know how hardware controller cheats work - this is basically that - quite literally :D
And it would probably work wonders for your usecase :P
Post edited April 09, 2021 by B1tF1ghter
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Schlaumayr: Thank you for your hint and sorry for the confusion. I mean that usually the declination of my analog stick is proportional to movement speed. Here as soon as I start touching the stick, the character walks at full speed. That is really unpractical, when you are near edges... many times I went one step too far this way...
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B1tF1ghter: There is a way to work this around tho I am not sure what specific Windows oriented controller wrapper software allows that.
You could (in SOME Windows wrapper) set 2 zones per analog axis "side" - 1 would be full speed axis signal - while the other one would be half or less. (as example zone "half" could be idle to 50% tilt while zone "full" could be 51% to 100% tilt)
If you don't know what I mean - that "half" zone would emulate you fast swinging the analog to 1 position and back to idle (repeated) - just like clicking W instead of holding it on keyboard - it would allow more fine grained controls.
Tho I am not sure what WINDOWS wrapper would allow that.
I currently use Linux.
And on Windows I only used DS4Windows and I really don't remember if it allowed such changes.

EDIT:
Actually I had another idea quite literally after posting the above.

I am 100% sure DS4Windows allows emulating keyboard input (you can assign for example keyboard W to DS4 square).
So you can assign whatever directional keyboard walk keys game utilises to analog axis sides.
And if "zones" solution isn't possible in DS4Windows then you can do something else.
I am pretty sure (not 100%, it's been a while since I last used it and I cannot check it now) DS4Windows has an option of emulated keypress repeat interval change (ergo emulating timed clicks, kind of like controller "cheat" macros [rapid fire says hi]).
So you can just set that to "normal" in one controller profile. And then bind some unused controller key (or bumper/trigger, really ANYTHING, even gyro or touchpad if you happen to use DS4) to make it (the key) instantenously switch to another profile (be it hold to switch or tap to switch, your choice entirely).
The other profile would be 100% same as the "normal" one except for emulated keypress repeat interval (much lower one).
On a side note, if you by any chance know how hardware controller cheats work - this is basically that - quite literally :D
And it would probably work wonders for your usecase :P
Wow, thanks a lot for your efforts. I will keep your advice in mind. Thanks again!