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(+1)

Just finished a few fights against Father Fernando. It’s a fun fight, that really increases the value of the game. But it’s also very difficult to figure out, and it brings out one big flaws in the controls: After the player get knocked down then recovers, there is no invulnerability frames, so it’s possible to get stun-locked to death.

Things that are more specific to this boss in particular:

  • Just like muscle-guys, his bayonet thrust has a very long wind-up, but he stays still for the whole duration of the wind-up, so the timing is difficult to intuite.
  • The attack where he jumps and shoots down is practically impossible to avoid. No time to run away, and the dodge action doesn’t last long enough. It’s possible to extend the dodge duration with a counter-attack, but often it’s still not long enough to avoid the last hit; doing it this way also feels like an exploit or a bug.
(+1)

In fact, there is an NPC who gives you a hint just before the game, saying "The boss ahead will attack you with an attack you can't avoid with evasion alone," but the language barrier prevents you from getting the message...

All enemy attacks can be avoided by " dodging" or "jumping and moving".

There may be some points that we haven't adjusted enough, but we are trying to eliminate unreasonable elements.