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(+1)

thank you so much for playing and the kind words! definitely had a lot of influence from elden ring and dark souls, hah!

the suggestion is clear, yeah! although with the attack-cancel-with-shield would make shield spamming a very powerful move, so that's why i didn't include it. definitely something to think about when i inevitably make another game with this kind of battle system!! cheers!

I replayed it again and got to the cathedral of escalation! Hooray!

I repeat what I said, adding as an alternative a clear window on what the cooldown after attacking/defending is, in any way you want to show it (a flash, a stamina bar, anything at all). It's a very polished combat system, and not knowing when you can't attack/defend for a bit that sense of "unfairness" that this game doesn't need and that (probably) makes many players alt-f4 out of the game to complain the game didn't pick up the controls in time xD

Still, the fact I came back to it means it was good to play, so congrats on the submission once again. I saved in in a collection so I can find it in the future, and I'll definitely play an updated version as well if you'll ever release it :)

(+1)

ahh feels great that you wanted to go back, hah! usually jam games can be "one-and-done" so.

you're totally right about the clear indicator for when you can't take out sword/shield yet. that's something i should've polished into it for sure! no definite plans to continue the project, yet, BUT, i have 5 pages of lore and the world/levels have been mostly thought out to be 4x bigger game... so it's not a definite NO either!