Korean Soullight ‘Veda’ demo version review … A solid basic skill ‘attention’ Soul-type essence is expected

The demo version of ‘Veda’, a Korean soul light game developed by Tri-Pearl Games, was released. Tri-Pearl Games will participate in an indie game show hosted by Neowiz Games and unveil a play demo of ‘Veda’. The demo version has a capacity of regarding 1.1 gigabytes and consists of a head-to-head battle between the main character and a boss.

▲ Soullight game ‘Veda’ being developed by Tri-Pearl Games

‘Veda’ stands for Soul Light. The main character who enters the battle simulator aims to destroy it. The goal is to survive in various situations. Like ‘Monster Hunter’, following receiving a quest, it has the same nuance as starting to the battlefield and hunting monsters.

▲ A monster using a double sword is the opponent of the demo version.
▲ A monster using a double sword is the opponent of the demo version.

In the demo version, a monster using a double sword appears as the first monster. This monster has a so-called ‘wheel wind’ motion that attacks while rotating from a distance, a motion of jumping into the air and then taking a shot down, and a motion of alternately swinging the left arm and right arm at close range and alternately swinging the right arm and left arm. It is a monster that has the motion of slashing with both arms while charging.

▲ Attack with the left mouse button in the WSAD operation method, guard and parry with the right button, and roll with the space bar
▲ Attack with the left mouse button in the WSAD operation method, guard and parry with the right button, and roll with the space bar

Users who oppose it must roll to dodge, guard with a shield, or parry to block the attack. Instead, stamina is consumed for each action, so there is a structure in which you cannot win if you run and hit.

▲ There are times when taking pictures from the air.
▲ There are times when taking pictures from the air.

When the battle begins, there is a high probability that the boss monster will come rushing in while using the wheel wind. It is a configuration in which the arms are gathered in the right direction for regarding 1.5 to 2 seconds while stopping briefly at a distance before rushing, and then rushing. If you roll following seeing the motion, you will be late, and if you roll while running, you will be late. You must roll right before blocking to completely avoid it. It seemed more comfortable to roll to the left than to roll to the right. After rolling, you can hit 3~4 units, but hitting 2 units in stamina is more stable.

▲ Parrying is possible only by right-clicking the right mouse button right before hitting an attack.
▲ Parrying is possible only by right-clicking the right mouse button right before hitting an attack.

After a successful roll, there is usually a flat hit. The normal hitting motion also starts following the delay, and if you start rolling following seeing the motion, you will be beaten at the end of the rolling, which is a loss. A wise strategy is to wait and avoid the first hit. If you dodge the first hit, you will always miss the second hit, but there is a delay that allows you to hit 2 hits.

If you avoided the first hit by moving, try parring the second shot. Paring is activated when you release the right mouse button, and if you enter it correctly, you can hit up to 4 normal hits. It is recommended to set up to 3 units for stamina management.

In addition to this, various patterns have appeared and annoy users. At first glance, it looks easy to deal with because all the delays are noticeable, but when you get close to it, it belongs to a monster with a high level of difficulty. This is because the monster’s stamina is set so high that it has to continue fighting for a long time. Conversely, the players’ stamina is also high, so even if they make several mistakes, the battle can continue.

▲ When a special pattern is activated, the health gauge fills up, but the amount is not much.  It's not at the level where you have to rush
▲ When a special pattern is activated, the health gauge fills up, but the amount is not much. It’s not at the level where you have to rush

In particular, when a monster enters a groggy state, a special action is activated and the user’s stamina fills up.

The development team points out that if the monster’s rigidity is long, using a strong attack will make it easier to fight. In particular, he said that if a strong attack accumulates, the monster becomes groggy, and it is good to dig into this gap. In relation to this, the developer explained that the strong attack is a technique that can hit up to two consecutive hits, and that the two strong attacks have strong attack power.

The reason for such a balance seems to be due to the nature of the game. The game is designed to strengthen the character by accumulating specific points following challenging them. In other words, users who have played a lot of soul-type games can catch monsters without reinforcement, and even users who do not play many times choose a method that makes them huntable someday.

Therefore, even if it is the first time you see the monster or the pattern is familiar to some extent, it tends to have high stamina. It is analyzed that it will be possible to enjoy a more pleasant game if it is strengthened.

Tri-Pearl Games said that they would like to receive the opinions of Soul Like enthusiasts through this test. Internally, he said that the most curious part was whether the system would be satisfactory even for maniacs. Although it has the ability to develop in any direction, it seems that the demo version is released to confirm it because there was no process to properly check the taste.

In particular, it is expected that the process of picking the highest and lowest points while checking the difficulty experienced by beginners will be repeated while checking whether they will be able to hunt the boss if they understand the strategy.

Through this process, the developer plans to coordinate the boss monsters and general monsters and then proceed with a more detailed design. They said they will release a demo version with roguelite elements this fall.

As a result of playing the demo version, ‘Veda’ seems to be in the stage of building up the system with the basics. If the pattern is refined in this state and balance is achieved, it is expected that it will be a game that series enthusiasts can enjoy. If you are a user looking forward to a soul-type game from Korea, let’s play the demo version.

On the other hand, the demo version of ‘Veda’ can be downloaded for free by anyone from the official website of Bangokseok Indie Game Show.

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