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(+1)

This is excellent, really enjoyed it, and I'm not even all that much of an anime guy. Played with both KB&M and controller, but mostly controller - Xbox One.

Footage of one fight:

https://streamable.com/dqkbj7

At first I thought breaking posture wasn't worth it because of the low damage, but it makes sense if it's a boss rush game. And you can get some cheeky free hits in so its fine.

Hitting deflects feel really whimpy and made me not won't to use it that much. Some effects sound like a fucking cannon going off but deflecting is just a little tink. Flashier FX too, Sekiro being the benchmark of course. 

Hits could use a little more oomph too, both on the enemies and you. Often I'd not notice I got hit. The hit sound sounds more like a glancing hit than a proper good one, could be meatier.

Sometimes the charge attack doesn't hit but I swear the sword is inside her fucking body, please...

Great performance, except for the 2nd phase of 2nd boss where it drops a lot. Mostly when inside the room, probably something to do with the smoke. Using a 3080 Mobile, with a weird display locked at 102 FPS.

My OS is in Swedish so some button prompts are fucked up, Shift and Space for example. If you're using the new input system you should be able to get non system specific button names I think. Needs rebinding too.


Some animations can use some improvements, the running ones are pretty stilted. But all the fighting ones are great, no negatives there. There's something odd about the sprinting animation, like her body keeps jutting back and forth, mostly visible with a locked on camera:

https://streamable.com/j5906a

 No victory message for the first fight, she just kinda lies there staring at the sky.


Something is wrong when using a controller moving at certain angles (I've checked too and as far as I can tell mine is working properly), gets jittery and slow:

https://streamable.com/jj4e0y

But I still prefered it to KB&M, tried to avoid moving in those directions. Works perfectly with keyboard though.

The camera can be annoying in the 2nd fight, like its both too slow at keeping up at times and at other times its swinging around way too much. But FROM can't even get it right so uh good luck! 

Not all objects get transparent when occluding the view, hard to see sometimes 2nd fight.

I completely missed that there were another set of abilities and played only with the first one, whoops.

The moveset is really fun and intuitive to use. Nothing bad to say about it at all.

Wall jumping can get very silly and you can endlessly roll around the walls in the 2nd fight. You can almost cheese the fight too if you get her outside in a corner and just spam jump. But most of the time she can get out.

Bosses are hard, especially 2nd one. First one didn't take that long. 2nd felt like she had some bullshit attacks at first but when you learn the fight it's fair I think. Really good job on the bosses, and they require a bit different strategies. 

Now I just want more to fight. Great work.


Accidentally closed the browser once but I think I got everything...

(+1)

Thanks for playing! Congratulations on beating Nia, I wasn't expecting many people to be able to beat her. 

SFX is certainly a weak point, really need to take some time to do up the sound design again. I still haven't decided on a direction I want to take the hit effects, since I feel like going full on blood and gore wouldn't really fit, and that circle impact vfx would look too similar to the deflect/parry effects. 

Maybe the charge attack's hitbox ends a bit too early? 

Yeah, I was pretty surprised with the poor performance in phase 2 too. It's not much different compared to phase 1, except that it's lower down where the volumetric fog asset I'm using is. Unfortunately I didn't have the time to optimize it properly before DD. 

Never thought that those were displayed differently in other languages. (And there was another anon who had a dvorak layout which wasn't displayed properly since my "keyboard_comma" sprite wasn't named "keyboard_,"...). Really good to know, thanks for pointing it out. It'll probably take me a bit more time to fix it, since I need to go and check and update my sprite names from InputControl.displayName to InputControl.name. 

There's a lot of issues with the walk/run/sprint animations, since it was my first attempt at animating those. It's among the top priorities to remake once I get a little more animation experience. I think the jitter is a weird blending issue, or maybe something about starting off on the wrong foot. 

Cameras are so cursed sometimes, whatever we have now has already gone through lots of tweaking and I have no clue how to make it work any better when bosses are going to be flying around the level like this. I think most objects have the transparency shader applied, but I haven't really gone in to tweak their distance values that much. I tried to keep it as subtle as I could without sacrificing visibility too much, although in a way it's also part of the level design since you have to learn to read moves even if you can't see everything. 

I'm glad to hear that the moveset is intuitive to use, makes it worth the effort in designing it to be that way. 

I probably need to add some kind of hit list to prevent wall jumping from being repeated on the same things, but another idea I was considering but didn't have the time to implement was more anti-air moves that would catch you if you tried to stay up for too long. 

To be honest, I can't even clear the 2nd boss that consistently myself, so yeah, it's actually really hard. Also, my next bosses will probably be even harder, since they canonically are ordered in terms of strength, except for the tutorial boss who's not really part of that ranking in the story. 

Once again, thank you for playing, and thanks for the great feedback. Really happy to see someone finish the demo.