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Devil Daggers |OT| DOOMed to fight in hell's arena (90s-inspired eldritch shooter)

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Deleted member 22576

Unconfirmed Member
Just got home and got to play.
This game is dramatic. I'm loving it.
 
Figured out how to do the rocket jump. This should come in handy.

devil_daggers_rocket_jump_by_digi_matrix-d9sdzst.gif
 

tesqui

Member
Managed to go from 79 seconds to 143. You can tell I'm physically shaking by the way my mouse moves haha. This games great!
 

Gattsu25

Banned
Man, this game came outta nowhere for me.

I've posted them before/elsewhere but here are some GIFs from one of my runs:
giphy.gif

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I fucking love the sound in this game. It's unsettling.
 
Some longer impressions
In the beginning, there's only silence. Your ember-veined hand, a hovering dagger, a single platform suspended in an endless black abyss. But don't be fooled by that initial calm. Devil Daggers soon becomes a cacophonous onslaught of eldritch horrors and the strafing, rocket-jumping action of classic Doom and Quake.

Break down Devil Daggers - mechanics, controls, visuals, sound, and so on - and in isolation, its gameplay is quite simple. You essentially have two weapons, a rapid-fire stream of daggers and a powerful spread-shot. Level design amounts to a single bare arena without walls or barriers of any kind. You die in one hit. There are no pool of equipment and perks to unlock, no other modes to play, no story. It's pure arena combat, against relentless odds.

But Devil Daggers doesn't need those extraneous elements to deliver. Your moveset is deeper than it first seems, allowing for rocket dagger jumping, double jumping, and other advanced means of evasion. There may even be some special dagger-enhancing powers that emerge if you survive long enough. That simple game design doesn't hurt Devil Daggers, instead giving it laser focus. Without needing to worry about ammo or health or juggling an inventory, the focus shifts to evasion and environmental awareness. It's a game of constant movement, of maximizing every split-second of safety to calculate a route through incoming foes.

And what foes the game has to offer. Tentacle-tipped towers that vomit forth swarms of skulls. Hulking arachnoid beasts with too many furiously twitching legs. Spinal cord serpents that twist and coil through the air. Crafted in a rough old-school aesthetic and fluid animations, Devil Daggers' bestiary is one of bone and flesh and appendages. Demonic things that fill the air with an oppressive symphony of roars, rattles, distorted shrieks and skittering legs, wet flesh and echoing moans. Each creature sounds unique, alerting you to when and where a new threat enters the arena even if your attention is elsewhere. The incredible sound design is that key aspect that completely elevates Devil Daggers' atmosphere, truly making it feel like you're facing something otherworldly.

But even as your skills grow more honed, and your attempts grow longer, eventually death will come, and the addictive drive to ascend the leaderboards begins. In a smart touch, a replay of the best attempts are saved, meaning you can watch the runs of the top scores and see their tactics and tricks.
 
Man, this game came outta nowhere for me.

I've posted them before/elsewhere but here are some GIFs from one of my runs:
giphy.gif

giphy.gif


I fucking love the sound in this game. It's unsettling.

Sound is totally inspired by the original Quake. It just needs a Trent Reznor soundtrack. Pretty awesome looking game though. But actual PC games from 1996-1997 never animated that well. Still love the aesthetic.
 

FlyinJ

Douchebag. Yes, me.
I'm assuming this is mouse and keyboard only given the design and leaderboards?

Is there any talk of a console version?

I can't hunch in front of my computer like its 1993 any more. I'm all couch.
 

Tagyhag

Member
I'm assuming this is mouse and keyboard only given the design and leaderboards?

Is there any talk of a console version?

I can't hunch in front of my computer like its 1993 any more. I'm all couch.

Honestly, playing this with a controller just sounds incredibly frustrating. I bet people wouldn't even get past 1 minute. Just use a wireless mouse and keyboard.
 

SuomiDude

Member
If only they did a full campaign game out of this one, then I might be interested. Not too much into arena, high score type of games. But like others have said, it has awesome audiovisuals.
 
!!!!!!

Just have this playing in the background.

https://www.youtube.com/watch?v=qVOHTGYoM6E

I tried it out. It **totally** fits.

Hall of Souls is one of my favorite tracks from the Quake soundtrack, especially from this part on wards: https://youtu.be/qVOHTGYoM6E?t=646

It's so visceral, and fits the tone of a game like this perfectly.

Quake II has a great soundtrack for a game like this as well. It takes a different tone from Reznor's, and goes for more of a death metal sound, but still works. https://www.youtube.com/watch?v=jY6yBTYxLko
 
I'm assuming this is mouse and keyboard only given the design and leaderboards?

Is there any talk of a console version?

I can't hunch in front of my computer like its 1993 any more. I'm all couch.

Playing this with a controller would be bonkers. You don't have to hunch lol, just bring the mouse and keyboard nearer to you.
 

SnakeLordJelly

Neo Member
So I was thinking, if this is made by some of the Dustforce guys, and the Dustforce guys are currently working on Spire. Is Devil Daggers a good indication of the sort of movement we can expect from Spire? Because if so, my hype is through the roof.
 

Not Spaceghost

Spaceghost
Oh my god finally got over 60 seconds of survival time.
That was intense as hell.

I can't imagine making it to 100 seconds, those horned skulls are just too hard, they always fly away and then lunge right at you.

I kinda wish the game had a crosshair, just a tiny dot or something. I know it wouldn't help actual accuracy but i'd like something to center my eyes on and just always know where the stream of blood shards was going.
 

Ionic

Member
I saw one of the giant death worms. I stared him down. He stared me down. I got ripped apart by a skull. Felt great to make it there though.
 
Glad this got an OT. Was trying to grab footage to make it myself but Shadowplay didn't work with the game for some reason.

After 3 hours my record is merely 85 seconds. The horned skulls spawned from the spires with 2 gems are assholes. They don't look much different from the normal horned skulls but take so much more damage. I give them a spread blast, look away, then die.

The gameplay is incredibly solid and streamlined in all the right ways but there's no way I would be this obsessive about it if it weren't for those aesthetics.
 

Pakoe

Member
Looks sweet, just not a fan of the "arena" based gameplay. I'd prefer a singleplayer game with this look and feel.
Can't deny that it looks fun as hell though.
 

NIN90

Member
Some tips for pushing past the 60-70s mark:


  • The gems will be sucked towards you when you don't shoot. You need them to increase your firepower.
  • While you obviously want to kill the skull spawners ASAP, killing the skulls should be your top priority. You WILL get swarmed otherwise.

  • IMO the best opportunity to kill a group of skulls is the point when they hit the ground after they spawn. Nicely bunched up and quickly killed by a volley.
  • Kill the first spider ASAP. Killing the next one or two winged skulls should net you your firepower upgrade (I think it's 10 gems total for the upgrade), which makes things MUCH easier to manage.

Here's a video of my best run (189s) so far: https://www.youtube.com/watch?v=NBs6vms4UUw&feature=youtu.be
 

epmode

Member
Invert mouse option was just patched in so I'm playing. I'm in love, of course!

Is there any point to rocket jumping? Shotgun jumping, whatever.
 

Gattsu25

Banned
Some tips for pushing past the 60-70s mark:


  • The gems will be sucked towards you when you don't shoot. You need them to increase your firepower.
  • While you obviously want to kill the skull spawners ASAP, killing the skulls should be your top priority. You WILL get swarmed otherwise.

  • IMO the best opportunity to kill a group of skulls is the point when they hit the ground after they spawn. Nicely bunched up and quickly killed by a volley.
  • Kill the first spider ASAP. Killing the next one or two winged skulls should net you your firepower upgrade (I think it's 10 gems total for the upgrade), which makes things MUCH easier to manage.

Here's a video of my best run (189s) so far: https://www.youtube.com/watch?v=NBs6vms4UUw&feature=youtu.be

Thanks for these tips. Didn't know about the first one, especially.

Also, the spider skulls steal your upgrade gems.

giphy.gif
 
I reall ylove the aesthetic and design of the basic movement and weapons, but I want to see real levels out of this I am not sure I am into just waves in arenas :/
 
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