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incarnar rated Ariba Reiw

incarnar rated a game 16 days ago
A downloadable game for Windows.

This game is sick, I love the look, the feel, the enemies (especially the boss) and the girl who is super badass and sexy, I haven't unlocked the costume shown in the images yet unfortunately. And while the gameplay is really fun and fast-paced, I still have major grievances with it. I have a bunch of ideas to make it better, you don't have to listen to all of them, I also don't know if this is a project you'll keep working on or just a proof of concept, regardless, I do believe they are still important. 

Starting with the basic enemies , those guys are massive pushovers even in the highest difficulty available, they simply can't keep up with basic movement let alone the dash (which it's lack of limit makes it VERY unfair for the enemies, Bayonetta solved this issue by making it so you could only dash 5 times in a row, with the final dash making her fall over and entering a massive recovery state that leaves her wide-open to the enemies, something similar should be added here as well.) Returning to my original point, the enemies being super passive gets even worse when you have a bunch of them together, they are so easily crowd controlled you can simply mash the attack button until they die, It's like hitting a bunch of training dummies.  Those guys need to be faster and more aggressive, make it so that, whenever multiple of them are together, have them divide from each other, for example, enemy 1, 2 and 3 face the player head on, have it so their movement goes back and forth, trying to bait the player into whiffing their hit and getting punished for doing so, meanwhile enemy 4 and 5 walk around the player trying to either hit them from behind, pushing them towards the other 3 and mobbing up on them or predict the places in which the player can dash and/or jump to (I've noticed they actually do attempt to do something similar to this by circling around the player but their AI is just so passive it doesn't even matter). Rather than giving the enemies new attacks, give them a block state where light attacks cause the enemy to counter the player and heavy attacks push the player away while putting them in a recovery state, with the only possible counterplays being either disengaging and waiting for the neutral state to return or using your movement to hit them from behind. With these additions, the basic combat will feel FAR MORE INTERACTIVE, the player will now have to put a lot of thought into each action and movement. (I've noticed that the second enemy type introduced in the second encounter actually has something similar to the former, yet he fails to deliver the whole package due to his insane tracking, also, there's only one of him for some reason? He should've been used in the big arena encounter after the corridor part. By the way, second encounter also has a bug where you can immediately skip it by restarting the stage, meaning I couldn't test him enough.)

Next is ranged attacks, possibly the best way to encourage movement, yet, it's nowhere to be seen here, there are large stages (with some of them even having platforms you can jump up on) yet this space is never used to it's fullest potential, I believe the addition of turret-like enemies and missile stage hazards (that cannot be iframed out of) would deeply incentivize movement and positioning, making each encounter crazier and riskier, you don't have to add an actual missile or a turret that shoots obviously, i'm talking about their mechanical functions that make it seem as if you're dancing around the field.

Now, the boss. He is... pretty good! It was very fun fighting him, haven't gotten perfect at his pattern yet but I'm getting there. My biggest issue is that his life bar feels quite short and that the jump + heavy attack absolutely destroys him (After writing this, I have just discovered this also applies to every enemy in the game, jump heavy is too strong!), I also discovered there is a cheese strategy in which you can chain jump heavies into one another and take at least half of his health bar without him being able to do anything, I believe it's possible to kill him using only this move if the timing is correct but it would take even more hours than I took playing, testing it out and writing this review lol. The guy is just weak to jumping in general, some of his attacks can catch the player but I found the opposite to happen more often. 

But yeah, really cool game, the visuals and the music are fantastic (I wish it had the silly filter mode present in the images, gives it a pretty brutal atmosphere). I know this is a very long review that asks for wayyyy too much from a solo dev and kind of shits all over your creation so I want you to know this game is really impressive and cool still, flaws and all. Please make more games!