itch.iohttp://itch.iohttps://itch.io/t/4653771/ultra-ultra-wide-displaysUltra-ultra-wide displayshttps://itch.io/t/4653771/ultra-ultra-wide-displaysMon, 10 Mar 2025 03:44:37 GMTMon, 10 Mar 2025 03:44:37 GMTMon, 10 Mar 2025 03:44:37 GMTSo, the Web build wouldn’t register keyboard input for me for some reason, so I downloaded the Windows version. I use a 5120x1440 monitor. The game goes full screen and attempts to fit the width of the main menu to the screen, cutting off the top and bottom, including important parts of the menu.

I could get to the Settings screen to take it out of fullscreen mode, but that just puts it into a non-resizable window occupying my entire screen, still at an aspect ratio the game can’t handle.

Please allow resolution selection in windowed mode and scale the game so it doesn’t get cut off when it has to fit an unexpected aspect ratio.

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https://itch.io/t/4624283/hit-detection-is-awfulHit detection is awfulhttps://itch.io/t/4624283/hit-detection-is-awfulSat, 01 Mar 2025 02:26:28 GMTSat, 01 Mar 2025 02:26:28 GMTSat, 01 Mar 2025 06:42:52 GMTTried playing it. I got a single hit on the very first boss and nothing else. Visually, my sword would hit perfectly, every single time except the first though it just. Didn't. Area attack, basic attack, far away, right next to her. Didn't matter. Quite literally unplayable. Not to mention the telegraphing on the attacks is WAY too fast, you realistically aren't going to be able to dodge the melee. 

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https://itch.io/t/4627482/combat-tuningCombat tuninghttps://itch.io/t/4627482/combat-tuningSun, 02 Mar 2025 02:57:34 GMTSun, 02 Mar 2025 02:57:34 GMTSun, 02 Mar 2025 02:57:34 GMTHey just got done with the demo, and its got a lot of promise! 

This being a jam game, im sure most if not all its issues come down to time pressures but I like whats here enough to give it a proper review.

The character writing is really fun and the cut scene sprites are really well made.While there's definitely some room for improvement i think the most pressing thing at the moment is the combat timings and hit-boxes. The move set works for the demo, but its very clunky and lacks its own rhythm. I think the best way to fix this is to shorten the end-lag on the base attack and extend the wind-up on the A.o.E. This way the lower damage attack can be thrown out more often but is less of a danger to use, and the stronger but situational A.o.E. is something you have to commit to]]>