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@AttaBoy: No worries. Later on I plan to add a "Toaster Mode", which would disable everything in the graphics that isn't critical.
My shitty laptop can't run it well, but it looked really pretty at the 4 frames a second it ran at. Models and environment seemed really nice
@boxes: Thanks for the feedback!
>weapons mapped to separate buttons
This is intentional. Once I add the third weapon, plus some other ideas that I'll do, I'm hoping combat will become more interesting.
>recovery phases on attack and dodge animations are bit too lengthy
It was actually faster before, which made the whole thing too easy. I increased the recovery on the spear, because the spear really is supposed to be slow, but maybe I went too far. I'll try to find a sweet spot.
Effectively, the rapier is your light attack, then the spear and warhammer (3rd weapon that isn't there yet) are your heavy attacks.
>Took me a while to figure out how that stamina bar works
I was supposed to make your character heat up visibly as the bar goes higher. It's representing the excess heat and overexertion in your armor, but I haven't taken the time to do that yet.
I probably should just make the HUD bar a standard bar that goes downwards instead.
-Liking the designs of both the player character and enemy, got some nice New Londo vibes going on.
-Not certain if this is part of your design or just for the sake of testing, but I really like that weapons are mapped to separate buttons rather than having to switch between them like you do in Souls games. Being able to switch weapons mid-combo makes the combat feel more engaging.
-I also like that charge attack with the Rapier. Very cool.
-That said, I feel like the recovery phases on your attack and dodge animations are a bit too lengthy. Makes the combat feel a little clunkier than it should.
-Took me a while to figure out how that stamina bar works. Not used to seeing one that adds rather than subtracts.
Overall, I really like this game. Looking forward to seeing it progress.