Would have missed this demo if not for the fanart in the threads.
I think the responsiveness of the uncontrollable jump felt great, while a bit odd. The piano track is fantastic and combined with the rain sounds added a lot to the atmosphere, which would probably be amazing with more sound effects. It would be nice if the teleport-bite face attack had some indication though.
Cheers for feedback guys, yeah the controls are rebindable and a menu for it is almost finished, jkl is just my preferred way of playing.
I'll look into making the attacks have more weight, with things like maybe making the enemies get pushed back on attack and some sound effects or even slight screen shake?
Jasozz you're right about the jump, I'll make it so there's slight running start before jumping.
The dodge roll gives you invincibility frames so in the future when you'll be attacked with moves that are too big to simply run away from you'll need to dodge, right now since all the enemies have pretty basic attacks it's not as useful.
This game felt a little strange to play. The platforming aspect of it feels really strange. I think it has to do with the fact that your jumps aren't controllable, but that they start instantly. If you're going to go the route of a deliberate, uncontrollable jump, I feel like there should be a couple frames of the player preparing to jump and then transitioning into it. That super-responsive jump control paired with an uncontrollable jump seems an odd combo.I'm also not sure what the purpose of the dodge roll is when you can just walk through enemies. It seems like that's more effective than bothering with rolling?I like the inventory system and general graphical feel of the game, but it just feels weird to play. Sorry if that's not super helpful or specific.Keep working on it! Hope to keep seeing in at Demo Days.
You've got a start here, but none of the attacks feel like they have any weight to them and the enemies are rock stupid. I'm also not a big fan of the JKL space layout, but as long as it's customizable or controller support that shouldn't be much of an issue in the future.
It's hard to tell now in it's early state, but this could be great given the right kind of polish.
Thanks armoafro for the feedback, I'll for sure add some forward momentum like you suggestedd.
And yeah the AI is pretty dumb and basic, once I expand their moves they should pose a little more of a threat.
Pretty good foundation for a 2d souls game.
I'd suggest considering adding a little bit of forward movement with melee attacks. Having the player stand in place while swinging melee weapons just feels a bit strange for a game like this
My silly nitpickings:
Spear from chest was a downgrade from starting sword (3 -> 5 dmg)
Wolf was easily killed by just standing on edge here
Boss stopped attacking and got stuck in a moving state when I ran to this corner here.
Nothing happened once the boss died
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