WAIT THERES MORE THAN JUST THE DEMO?? I was going to do a speedrun for this game, while it would be pretty rng intensive and there isn't much technical stuff until you unlock more base kit abilities, it was super fun to blast through the game. I couldn't find any major exploits or skips, but a few notes; Dashing is faster on the ground. Starting a dash on a ledge then falling off will not retain ground speed but shift you to air-dash speed instead. Attacks can be cancelled via block in midair, so for example with heavy weapons/warrior I was doing block cancelled jump attack into ground dash, repeatedly and you go extremely fast. This would be the main movement tech. Heavy attacks were broken in general for clearing and especially if you put all stat points into strength, you can two hit most waves (outside of affix enemies) with attack buff + heavy attack.| This was from the demo and I'm still tempted to speedrun it (essentially finish upto last major quest), but without any major breakthroughs it would be mostly rng in when you get the weapon drops, room types, ect.
Unfortunately there are no more beta access keys, but it should be out on early access soon, the projected time is before the end of the year. Blocking was given a release delay so you couldn't spam arrows, but it shouldn't change that tech at all, that's really good to know. There's a beta update coming out soon and I'm really looking forward to it, especially now.
@solarpellets Amazing info thank you. I'll definitely be there day 1 ready to get a time! Blind runs are super fun. If you find any other useful tech/info about mechanics or exploits I'd be glad to find out. Super happy this video came up in my recommended. If it ends up being instanced content I'd be down to play with you on release if our servers match!
only just been messing with the demo recently myself, but I've figured some things regarding stats and character/weapon archetype builds in general: Strength and Mind both directly affect outgoing and incoming damage of their respective types (Melee Power/Physical Defense and Magic Power/Defense), to a point where it easy to make either your main source of its type Power/Defense. Mind of course also increases mana capacity, which honestly is fair enough given that all magic attacks pull from the same resource as everyone's main healing ability and none of the other class archetypes really find themselves starving for mana since they largely use Stamina to attack instead. Defense appears to affect damage subtractively, to a point where you can very easily reduce either Physical or Magical incoming damage down to 1 while steam rolling everything with nigh-uncontested Melee/Magic Damage yourself to a point where I've fairly consistently landed three-digit criticals at level 10 with my basic attack against near-level enemies) Dexterity boosts Ranged Power (only affects bows), as well as critical chances for all attacks (incredibly useful since it applies *before* Defense) and Stamina capacity and Vitality of course is just more HP (more room for error in gameplay, basically). All in all not how I personally would structure a stats system, but it works very well for making the RPG mechanics simple enough to grasp. I believe at this point, I've cleared the nethercrypt's boss on all three classes now, all with balanced stat build, and surprisingly I managed with Bandit at the lowest level of the three at level 15 by abusing the boss' attack patterns as Pay Day's stun and Mist Veil's vanish reset the boss' attack pattern checks, forcing it to summon a new wave of enemies and attack more slowly for long enough to reset it again (this also despawns any old enemies that were previously active). Anyhow, for my general breakdown of the different weapon archetypes, I've thus far found that heavier weapons are much more favorable to massively dumping into your class' main stat, with some points spared for Vitality (Strength for Fighter and heavy melee/polearms, Mind for Mage and Bells, Dexterity for Bandit and Bows). These weapon types *can* work with balanced stats, but are more effective if you take full advantage of their greater base damage ranges and simply crushing everything 3 levels above you in a charged attack or two. And naturally, I have found lighter weapons to be generally more favorable to balanced stats (Light Melee for Fighter, Scepters for Mage, Katars for Bandit). You will still want to put a considerable amount of points into an appropriate main stat (Strength for Light Melee and Katars, Mind for Scepters), Vitality (for HP) or Dexterity (for crits and Stamina ) as secondary, and the other two in decent consideration as well. The general game plan is that the lighter weapons attack much faster than the heavier weapons, and two out of three can also take advantage of shields (katars get shafted defensively her because Bandit has a lot of abusive tricks with them the other two class weapons don't get), setting the focus to act as more generally durable crit builds. stat-dumped heavy Fighter/Mage makes big numbers and is virtually immune to its damage type from monsters, but is quickly and surely taken down by enemies using its opposite type if you're not careful. balanced light Fighter/Mage makes generally small numbers, but pops crits and takes damage from all sources at a decently manageable rate while still being able to act with decent lethality thanks to critical hits. Bandits in general need to make use of everything at their disposal to avoid getting hit; stat-dumped bow bandits have next to no defense against physical or magical attacks and are reliant on spacing and raw damage output in order to avoid getting instantly pulverized, while balanced katar bandits are much more reliant on all of their stats since they still have to get into the thick of the fight to use most of their move set and survive long enough to escape, debilitate, or heal. Bandits are the harder class to master in general (which isn't saying *too* much), but also have the highest potential when played intelligently.
Excellent analysis! That said, something important that you should know is that in the Steam version, Katars have been changed to Dex weapons like Bows, which will surely have an impact on certain builds compared to the Itch demo. I'm also curious to hear which race/class combos you think have the best synergy with their initial skills. (I know you can get the other skills later so none are fully exclusive and you should honestly just prioritize picking the race you like, but it's still something to consider) For example, from a glance it seems like Chang are good Fighters, Kubolds are good Mages, and Poons & Byrdles are good Bandits, but I'm not sure which class suits Imps the most or if they're more all-purpose than the others. Thoughts?
Tip about the dungeon with one key and two doors: I found the second key, it's hidden behind the darkness through a window with big spikes covering it, you can reach it if you jump once, dash mid air, then jump again mid air and then dashing again (dash cooldown goes off by the time you do a second jump).
No idea why everyone knew about the game before i did it, but im so interested about the game and i will probably buy it, if it comes out in early acces on steam in like 4 days :D
A spellbuild without weapons would work. Basically there's an NPC in the boar area that you can blitz to to buy the fireball spellscroll. With that and a Mystic build you don't need weapons and can NUKE the screen. Edit: Also hold shift to move things around in the inventory to skip a lot of things. Like mass selling.
@@solarpellets Hopefully more NPCs selling scrolls are added, because I have rung dozens upon dozens of dungeons across multiple characters and only two scrolls have dropped. It's insane. I get everything but scrolls.
As someone who is curious about this game; would you be willing to make a video explaining things about Atlyss that would be useful to beginners? Things like explaining stats/skills, the differences in weapon types, tips for stat investing and what stats scale into?
I'm not sure how useful that will be anytime soon, since it's only going into early access for the foreseeable future. Things are likely to change quite a bit, and have already since I made this video.
The game will be available for early access on steam on the 22nd, I believe. The Itch demo may get updated at some point, but I don't know of any plans for that soon.
@@Scruffy-qi3ik id definitely consider the fact that half of the customization sliders are boobs ass and stomach as it being more lewd than most but yeah its on par with something like a japanese mmorpg its not a porn game tho
almost like when i game is a good and enjoyable, what the person making it used to do really shouldn't be something that matters to it. especially when said past thing isn't really bad.
@Scruffy-qi3ik personally, I like it because of the artist. The characters, their body types especially, are extremely affirming and comforting, especially considering I have the same body type.
@@solarpellets oh ya of course. i'm just saying that just because the artist/dev used to draw nsfw really shouldn't effect rather the game has the right to be popular or not. since FLChromo is kind of implying that it shouldn't be getting attention just because of that.
ATYLSS has quickly became one of my favorite little games this year and omg!!
Im so happy tonsee mor eyoutubers cover it in depth like this!!!!
WAIT THERES MORE THAN JUST THE DEMO??
I was going to do a speedrun for this game, while it would be pretty rng intensive and there isn't much technical stuff until you unlock more base kit abilities, it was super fun to blast through the game. I couldn't find any major exploits or skips, but a few notes;
Dashing is faster on the ground. Starting a dash on a ledge then falling off will not retain ground speed but shift you to air-dash speed instead.
Attacks can be cancelled via block in midair, so for example with heavy weapons/warrior I was doing block cancelled jump attack into ground dash, repeatedly and you go extremely fast. This would be the main movement tech.
Heavy attacks were broken in general for clearing and especially if you put all stat points into strength, you can two hit most waves (outside of affix enemies) with attack buff + heavy attack.|
This was from the demo and I'm still tempted to speedrun it (essentially finish upto last major quest), but without any major breakthroughs it would be mostly rng in when you get the weapon drops, room types, ect.
Unfortunately there are no more beta access keys, but it should be out on early access soon, the projected time is before the end of the year. Blocking was given a release delay so you couldn't spam arrows, but it shouldn't change that tech at all, that's really good to know. There's a beta update coming out soon and I'm really looking forward to it, especially now.
@solarpellets Amazing info thank you. I'll definitely be there day 1 ready to get a time! Blind runs are super fun.
If you find any other useful tech/info about mechanics or exploits I'd be glad to find out. Super happy this video came up in my recommended.
If it ends up being instanced content I'd be down to play with you on release if our servers match!
This looks awesome! And the characters are so cute! I'll definitely be keeping an eye on this one. Thank you for making the video on it!
only just been messing with the demo recently myself, but I've figured some things regarding stats and character/weapon archetype builds in general:
Strength and Mind both directly affect outgoing and incoming damage of their respective types (Melee Power/Physical Defense and Magic Power/Defense), to a point where it easy to make either your main source of its type Power/Defense.
Mind of course also increases mana capacity, which honestly is fair enough given that all magic attacks pull from the same resource as everyone's main healing ability and none of the other class archetypes really find themselves starving for mana since they largely use Stamina to attack instead.
Defense appears to affect damage subtractively, to a point where you can very easily reduce either Physical or Magical incoming damage down to 1 while steam rolling everything with nigh-uncontested Melee/Magic Damage yourself to a point where I've fairly consistently landed three-digit criticals at level 10 with my basic attack against near-level enemies)
Dexterity boosts Ranged Power (only affects bows), as well as critical chances for all attacks (incredibly useful since it applies *before* Defense) and Stamina capacity
and Vitality of course is just more HP (more room for error in gameplay, basically).
All in all not how I personally would structure a stats system, but it works very well for making the RPG mechanics simple enough to grasp.
I believe at this point, I've cleared the nethercrypt's boss on all three classes now, all with balanced stat build, and surprisingly I managed with Bandit at the lowest level of the three at level 15 by abusing the boss' attack patterns as Pay Day's stun and Mist Veil's vanish reset the boss' attack pattern checks, forcing it to summon a new wave of enemies and attack more slowly for long enough to reset it again (this also despawns any old enemies that were previously active).
Anyhow, for my general breakdown of the different weapon archetypes, I've thus far found that heavier weapons are much more favorable to massively dumping into your class' main stat, with some points spared for Vitality (Strength for Fighter and heavy melee/polearms, Mind for Mage and Bells, Dexterity for Bandit and Bows).
These weapon types *can* work with balanced stats, but are more effective if you take full advantage of their greater base damage ranges and simply crushing everything 3 levels above you in a charged attack or two.
And naturally, I have found lighter weapons to be generally more favorable to balanced stats (Light Melee for Fighter, Scepters for Mage, Katars for Bandit). You will still want to put a considerable amount of points into an appropriate main stat (Strength for Light Melee and Katars, Mind for Scepters), Vitality (for HP) or Dexterity (for crits and Stamina ) as secondary, and the other two in decent consideration as well.
The general game plan is that the lighter weapons attack much faster than the heavier weapons, and two out of three can also take advantage of shields (katars get shafted defensively her because Bandit has a lot of abusive tricks with them the other two class weapons don't get), setting the focus to act as more generally durable crit builds.
stat-dumped heavy Fighter/Mage makes big numbers and is virtually immune to its damage type from monsters, but is quickly and surely taken down by enemies using its opposite type if you're not careful.
balanced light Fighter/Mage makes generally small numbers, but pops crits and takes damage from all sources at a decently manageable rate while still being able to act with decent lethality thanks to critical hits.
Bandits in general need to make use of everything at their disposal to avoid getting hit; stat-dumped bow bandits have next to no defense against physical or magical attacks and are reliant on spacing and raw damage output in order to avoid getting instantly pulverized, while balanced katar bandits are much more reliant on all of their stats since they still have to get into the thick of the fight to use most of their move set and survive long enough to escape, debilitate, or heal.
Bandits are the harder class to master in general (which isn't saying *too* much), but also have the highest potential when played intelligently.
Excellent analysis! That said, something important that you should know is that in the Steam version, Katars have been changed to Dex weapons like Bows, which will surely have an impact on certain builds compared to the Itch demo.
I'm also curious to hear which race/class combos you think have the best synergy with their initial skills. (I know you can get the other skills later so none are fully exclusive and you should honestly just prioritize picking the race you like, but it's still something to consider) For example, from a glance it seems like Chang are good Fighters, Kubolds are good Mages, and Poons & Byrdles are good Bandits, but I'm not sure which class suits Imps the most or if they're more all-purpose than the others. Thoughts?
@@Luigifan305 be what ever you want, you can even get any weapon mastery tome you desire basically for free.
Tip about the dungeon with one key and two doors: I found the second key, it's hidden behind the darkness through a window with big spikes covering it, you can reach it if you jump once, dash mid air, then jump again mid air and then dashing again (dash cooldown goes off by the time you do a second jump).
Yeah this is definitely going to my wishlist!
Nice video!! (the challenge runs never stop!)
No idea why everyone knew about the game before i did it, but im so interested about the game and i will probably buy it, if it comes out in early acces on steam in like 4 days :D
huh, rock toss is a lot better than i thought, cool
Yeah, I was shocked at how easy it made the diva lol
It's broken
A spellbuild without weapons would work. Basically there's an NPC in the boar area that you can blitz to to buy the fireball spellscroll. With that and a Mystic build you don't need weapons and can NUKE the screen. Edit: Also hold shift to move things around in the inventory to skip a lot of things. Like mass selling.
@@MagicalMaster that NPC didn't exist when I made this video, but I plan on redoing it once more content updates come out
@@solarpellets Hopefully more NPCs selling scrolls are added, because I have rung dozens upon dozens of dungeons across multiple characters and only two scrolls have dropped. It's insane. I get everything but scrolls.
"Catch these paws." - Poon
I didn't know you could climb the ropes, crecent keep I just did some jumps on those orbs to get up
As someone who is curious about this game; would you be willing to make a video explaining things about Atlyss that would be useful to beginners? Things like explaining stats/skills, the differences in weapon types, tips for stat investing and what stats scale into?
I'm not sure how useful that will be anytime soon, since it's only going into early access for the foreseeable future. Things are likely to change quite a bit, and have already since I made this video.
@ The game releases on the 22nd on Steam.
@@lordvaust5830 The early access becomes available on the 22nd
wait so the itch page just isn't going to get *any* more updates going forward?
I never knew there was a patreon
The game will be available for early access on steam on the 22nd, I believe. The Itch demo may get updated at some point, but I don't know of any plans for that soon.
oh Vivian is definitely absolutely without a doubt trans
What do you mean by that
@@cuddlequeen3225 viv is def trans
Who is that
@@cuddlequeen3225 watch the video
@@cuddlequeen3225character from paper Mario
Wooo not to long now till steam release
wait how did you get the steam demo, i cannot find it on the steam page
It was a patreon exclusive and they ran out of keys, unfortunately. The game is projected to go into early access by the end of the year, though!
@@solarpellets I believe it drops in 8-9 days.
I'll be getting this game
I should play this, it looks cute and fun
The porn game :v
doesn't really have anything explicitly nsfw in it that isn't already something that has been displayed in more near-mainstream games before.
@@Scruffy-qi3ik id definitely consider the fact that half of the customization sliders are boobs ass and stomach as it being more lewd than most but yeah its on par with something like a japanese mmorpg its not a porn game tho
I can't believe the porn artist game is getting attention. . .
almost like when i game is a good and enjoyable, what the person making it used to do really shouldn't be something that matters to it. especially when said past thing isn't really bad.
@Scruffy-qi3ik personally, I like it because of the artist. The characters, their body types especially, are extremely affirming and comforting, especially considering I have the same body type.
@@solarpellets oh ya of course. i'm just saying that just because the artist/dev used to draw nsfw really shouldn't effect rather the game has the right to be popular or not. since FLChromo is kind of implying that it shouldn't be getting attention just because of that.
@@Scruffy-qi3ik You say that, but when someone like Averi makes art people can't differentiate art from the artist, such hypocrite
@@FLChromo who?