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(1 edit) (+1)

This took a long time! After playing for what felt like an hour, I've learnt most of the attack patterns for Nalani. Great game! I knew of the bosses, and watched your video on making the game, but I attempted this with my XBOX controller instead of my regular mouse and keyboard gameplay to switch it up from last time. Bonart was a breeze, add a few misinputs here and there but they were quite easy to destroy.

But Nalani...? Really hard to beat, I came close to beating them one time but succumbed to the delay of their swirling attack. Took a lot of tries to defeat them, the window to attack was pretty small so I had to play cat-and-mouse and bait them a few times to get either a flurry or a swirling attack for a chance to get a hit. It's quite easily to get hitless on their first phase, allowing for more chances to heal during their second, but the combos were endless. At times, I would just keep having to dodge attacks to the point where I put enough distance for their idle(?) state to run out, causing them to chase me again.

For the second boss, I reckon you might be able to take something out of the God of War series (the games before the reboot). I played God of War III earlier and there are enemies that when you chain hits, they block your attacks or back away after the end of the combo, so you don't infinitely attack them. For Nalani, adding a mechanic like this could stop players from getting caught in endless combos while keeping it balanced. Just my thoughts!

Small Edit: What I mean by this is what happens with staggering, allowing the player to hit her a few times, before she starts blocking and backing away.


[I had to make an account just to make this comment, I really enjoy the game!]

(+2)

I absolutely agree with the suggestion of making bosses block and back away sometimes. It's been on my mind for quite some time by now.