SakeTami
Dark Souls Archthrones
Dark Souls Archthrones

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Gameplay Showcase

Comments

This is incredible!

Yuri Brando

I was into it and then I saw Heide's tower and was like "what witchcraft is this!" As pumped for this as I was for Elden Ring.

Rowdy Audi

Great work! Cant wait for this mod to come out xD

Thịnh Vũ

Lo e the new heide knights

Nep

jesus christ, no!

Git Guys

O M G AWESOME

Federico Pagianni

That preview today was awe-inspiring.

Solas Composer

This looks so good, I can't wait!

OnOurLastLife

Im going to be completely honest, this was a lot better than what I was expecting! That wall guardian looks great.

Evan __

Can't wait! Hope it has dungeons like elden ring and or the chalice dungeons

Jacob Puckett

the sprite of the souls of the angelic wall guardian looks like an angel... was an angel's soul used to animate the golem?

Git Guys

Feedback on what I saw: -Impressive reuse of animations on all enemies, especially for the Heide Knight and Iron Giant. I do think a bit too much was too similar to Owl on Disgraced Knight (I know you need the animations to come from somewhere but even the anti-heal bomb was simply a change in vfx where it could possibly be a unique effect like a DoT field or curse buildup, etc. -I love the deflection mechanic the enemies are using. It would be cool to see a weapon with that as a weapon art or similar. -It was cool to see that blocking with the shield gave a "Concentration", boosting poise. A nice addition to substitute the counterattack mechanic from Elden Ring. -There was an unfortunate amount of texture stretching on the Vanguard Demon boss. Maybe simplifying the texture on his belly could alleviate some of that issue, making it less instantly noticeable? Boss looks amazing though. -The HUD rewprk looks fantastic, I was actually wondering if I had the correct trailer pulled up because it looked so well-designed, especially fitting the woody aesthetic you find yourself in when you reach the Nexus. -The Nexus redesign is very good. I'm hoping you can find NPCs there and others you can send back from the five thrones to make it even more homely than it looks. Additionally, each of the thrones seems to have been meticulously designed with its individually related world in thought at all times. They both suit the Nexus very well and are an example of great worldbuilding. -The Ruin of Blue looks absolutely fantastic, really the change of tone needed for the area. I'm looking forward to revisiting that area with a brand new take on it, simply to explore its aesthetics at the least. -Since I don't know your lore, this may be an incorrect statement to make but since the Disgraced Knight and the Nightjar Ninja Knight are in the same area, would they not inherit similar magical skillpaths? The Nightjar uses fire and fire kunai while the Disgraced Knight uses magic shivs. If it was a very intentional design, then screw what I say and I'll find out about it for myself. -The inclusion of Bloodborne enemy skeletons and movesets is impressive. The headsman was a very welcome surprise and I look forward to finding out if more of these await. I think the pace of some of these enemies is very appropriate for Dark Souls 3 but do watch out for the speed of an enemy being too much for an early-game player since they may initially struggle a great deal when using a weapon that doesn't suit them without their build even partially realised. The Headsman was a good choice to put there because of their innate slowness in comparison to most of Bloodborne's enemies. -Finally, I'd like to speak on the Angelic Wall Guardian. The name could use some work- it does tell us what he is and what he does but maybe shorten the name or change it to something a little quicker to say; it doesn't exactly roll off the tongue. The rest could be saved for lore tabs. As for the boss itself, I was initially upset because I thought it would simply be Iron Giant but faster, and then the phase change hit and I was dumbfounded! I was squealing in my chair as I watched it throw out sequences of light- barrage, slash, barrage, slash. I loved when, near the end, the player was far away so had to deal with a repeating wave attack that could have ruined the run at any time. I would recommend possibly looking into a way for the boss to cancel this attack if the player gets near (if you haven't already tried). There were two full waves the boss missed simply because it had to keep attacking but the player was under it. Otherwise, absolutely fantastic. Overall, my rating for that gameplay showcase was an 8.5/10. There were some small issues which, when seen together, may be very slightly problematic but the changes and additions, as well as everything that made up the levels and visuals throughout was stunning. Absolutely well done. The only other thing that may have been missing is an estimated demo release date or a yearly quarter estimation, like Q1 or Q2. I'm really looking forward to playing this for myself and look forward to any future updates you post on the game- NOT MOD- game. Fantastic work, keep it up.

hentairl

let's go

adrien lescoat

Just perfection🙇‍♂️🙇‍♂️

Git Guys


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