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Default Kickstarter Games - Demon Knights of Ankhoron

November 6th, 2019, 20:23
A Kickstarter campaign for the action RPG Demon Knights of Ankhoron has been started:

Demon Knights of Ankhoron

Dark Gothic Action RPG Fighting Game made by AAA artists. Master a knight or demon as you explore the ancient world of Ankhoron.

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Demon Knights is a revolutionary dark Action Role-Playing Game with deep traditional 2D Fighting-Game mechanics within a beautiful dark gothic world of Ankhoron.

Master ancient powers and loot enchanted items to up grade your hero, play with friends and defeat demonic monsters who stand in your way.

  • A brand new rich dark world focused on epic combat, exploration, trading and dogfighting in first person.
  • Action RPG Story mode- Offline or Online(Single or Multiplayer co-op play)
  • Unique Hero Characters with swappable armor, upgradable weapons, randomized loot drops, crafting, and customizeable magic skill system
  • Unique Monster Characters with unique monster skills and progression
  • Fighting Game arena for PVP and in-game bounty hunters modes
  • No Subscriptions
  • No Pay to Win

More information.
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November 6th, 2019, 20:33
The title alone is enough to turn me off.

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November 12th, 2019, 05:53
Hi, I am the creator of Demon Knights of Ankhoron.

I'm sorry you don't like our name but if there is something else you don't like please let us know. We are a new indie studio in Vancouver and Hong Kong and we are aiming for near AAA quality for our art and animations.

If you are want to take a look at our website we have more gameplay footage at our website: https://archonforge.com/combat/

Please let us know if you have any questions or suggestions otherwise as we are looking to get feedback on what is good and bad!

Thanks,
Kevin
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November 12th, 2019, 12:47
Thanks for checking in!

I don't like the title either, but it wouldn't stop me from backing the game.

Can you tell something about the gameplay besides combat?
What can we expect in the cities? Will there be companions/henchmen?
Non-combat character skills? Quests? Dialogs?
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November 12th, 2019, 12:50
Originally Posted by Kevintwc View Post
Hi, I am the creator of Demon Knights of Ankhoron.

I'm sorry you don't like our name but if there is something else you don't like please let us know. We are a new indie studio in Vancouver and Hong Kong and we are aiming for near AAA quality for our art and animations.

If you are want to take a look at our website we have more gameplay footage at our website: https://archonforge.com/combat/

Please let us know if you have any questions or suggestions otherwise as we are looking to get feedback on what is good and bad!

Thanks,
Kevin
No worries

Me not liking the title is hardly the end of the world.

As for the game, it looks pretty good in a visual sense.

I also like that you have cooperative gameplay.

That said, I'm getting a slight "generic fantasy Souls" vibe from the game.

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November 13th, 2019, 04:04
Hi Morrandir, happy to answer your questions!

Can you tell something about the gameplay besides combat?
We have planned a lot of randomized loot and monsters. Named monsters will have varying AI and abilities, and locations will change somewhat although not fully randomizing the map. Loot will include random enchantments, uniques, crafting and swappable armor.
What can we expect in the cities?
Cities will be small but we have put a lot of effort into making it feel alive. Characters will come and go. NPCs each have a story to tell and quests will link up the world and NPCs.
Will there be companions/henchmen?
Yes but probably not initially. We plan to test how some escort and defensive quests work before implementing a full henchmen/mercenary system. Stealth is also an important part of the game and wandering henchmen may be a problem. But generally NPC allies is working now and I can't see why we won't add it later.
Non-combat character skills? Quests? Dialogs?
I'm not sure how many of these we may do. Like Fishing? That may be easy enough and some crafting/alchemy is possible but generally its something you do on the side. We don't want you to invest all your skillpoints into crafting at the expense of combat.
Quests- we are planning a lot to tell stories, unique quest items, branching paths (so more than one way to play through the level), and some important characters may leave or die. Dialogs should be a decent amount. Also we found a good contact with lots of good British voices so I think voiceover wont' be too expensive but will be the last thing we do after we nail down all the quest dialog.


Hope that helps and let me know if you have any other questions!
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November 13th, 2019, 04:11
Hi BriefDArt,

Don't worry about the generic "Souls-like" vibe right now. Its the easiest bit to show but we have a lot of magic, Visual effects, and skills in the works. They will be implemented over the next couple weeks so that we have a good demo by December where we can show off where our game and combat really shines.

Basically, by giving you increased access to magic for all characters and more skills, you will always have more options for dealing with groups of enemies and dealing destruction. At the same time you need to watch for hiding enemies that set traps and try to ambush you. It won't play exactly like a Dark Souls or existing ARPG.

Hope that helps! Let me know what you think as even negative comments are good to let us know what we should focus on or explain more!
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November 13th, 2019, 14:42
@Kevintwc, thanks for your answers!

This looks like a meaty RPG then. Nice! But it makes me wonder how you want achieve all this with the tiny budget you're aiming for in your KS campaign. Or do you have additional funding and use Kickstarter mainly for creating buzz, getting feedback, and building a community? (Nothing wrong in that.)

I also have a question about the reactivity of the game world. I somewhere read (can't find it right now) that you can play as either a human or a demon. If you play as a demon how will NPCs react to you?

Also the game looks quite dark (as intended I guess). Will there be areas (cities?) with a lighter overall mood?

I know it's a difficult question, but could you try to guess the percentage of the playtime an average player (in single-player) will spent on a) combat, b) exploration, and c) other activities (dialogues, character building/planning, trade, crafting)?
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November 13th, 2019, 19:16
I don't play twitch combat games, so this is unlikely to grab my attention. If you have to click more than a couple times to win a fight, I get bored. Also, I never play with a controller. 55, not 15. If there is a lot of combat it must resolve very quickly is my mantra.
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November 13th, 2019, 19:37
Watching the video, I thought combat looked great but It showed 3rd person combat. The description below it says first person.

If it’s first person I’m not interested.
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November 14th, 2019, 04:12
Hi CRPGnut - its not really a twitch combat system. Unless you consider Dark Souls a twitch combat? We are doing most combat on Keyboard right now so it definitely plays ok on Keyboard and Console controller. Most combat will resolve quickly except for the boss fights and where you can't be expected to run into a large crowd and survive. Let me know what you think as we can't cater to all players but I'd like to know where everyone's preferences are!

Hi Sakichop, Apologies if I'm not clear, its really more of a zoomable "Over the shoulder" combat. I've seen this called "First Person over the shoulder" sometimes. We won't allow zooming into full first person. If you prefer zoomed further out closer to overhead that is possible too.

Let me know if that helps!
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November 20th, 2019, 04:36
Dear all,

For anyone that might be interested, we have a new gameplay and founding team introduction video if you are interested. We will add more skills and magic going forward that will show the Diablo2 influence. Right now just have the Paladin-like "Charge" and some various fireballs and magic.

https://archonforge.com/combat/

More features such as the quest and loot drops and inventory is planned for next month!
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