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(3 edits) (+1)

Here's the notes I took down while playing. I had some frustrating moments with the fox lady boss but I still had fun. The run where I finally beat her was really satisfying and felt like I knew what I was doing. I relied a lot on the kick, since it mixes into your attacks so well and does so much posture damage.

- In the tutorial pop ups, pressing A on the gamepad doesn't close it
- Oh, it was a delay, the difference between an inactive button and pressable button wasn't very clear
- It's hard to tell if you took damage when blocking because it sounds the same as a hit?
- The constant rumble when holding down block is kind of annoying
- I don't remember seeing the arts/skills last time I did the tutorial, but this time it makes sense
- Control popups on the left showing what the "combos" are for the techniques is good
- Glomp attack
- Not sure how I triggered, but some combination of kick and block I think got the controller stuck in a rumbling state, fixed it by pressing block
- Kick is really strong
- Doing the thing where it switches prompts based on gamepad or keyboard is very good
- Still extremely unclear on how recovering posture works, does guard speed it up? Does sprint slow it down? When does it start recovering?
- Not sure at all what the deflect windows are for the fox lady fan attacks, sometimes it works, sometimes it doesn't and I'm not sure what I'm doing differently
- After doing the first execution attack on the fox lady I fell below the level somehow
- If I get the first deflect in, I can deflect the rest, but if I don't, it seems like none of the deflects can happen after? It's basically all or nothing.
- Gamepad rumble got stuck again after beating the fox lady
- Ometedou
- Have you ever tried some kind of unshaded or cel shaded shading style for the characters? The lighting, and especially shadows, can sometimes look a bit awkward on them, and I wonder if maybe a different shading style could help. Maybe not receiving shadows? Hard to explain.
(+1)

oh shit, I forgot to remove the vibration because it doesn't work on my controller over wireless so I never even noticed it was still around. Gonna upload a new build later on to just disable it for the time being. 

Thanks for playing! 

Yeah, the UI for the tutorial is really unpolished. I'll probably fix it after DD when I get around to doing a proper UI design pass. The disabled button used to be hidden, but doing it that way would cause the layout to shift around when I unhid it and I didn't bother trying to fix it properly. 

For posture recovery, there's 2 important aspects to this: the recovery delay, and the actual regeneration rate. The delay basically isn't ever changed, but the regeneration rate does change if you're blocking. Aside from the basic recovery, dodging attacks (iframing through them) also recovers a little bit, and there's also a  really strong recovery over time effect that gets triggered whenever you parry. Enemies only have the basic recovery rate (for now). 

I definitely need to take another look at the deflect systems soon, since it was doing really badly with the fast attacks back when I first added it, so the current version is just functional enough that I'm able to mostly reliably deflect it. 

I'd have to see a specific example of what you mean by the awkward lighting, but the shader does support the cel-shading ramp map, it's just that the ramp used has softer blends instead of hard boundaries. I think some of these are just simple gradients, though. 

Congratulations!