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I really appreciate the thorough feedback, it's the kind of stuff I need to make progress on the project. It pains me a bit that something must have slipped through my radar, and people get softlocked at the end of the linear segment, before the city can open up a bit.

You mention that enemies have attack patterns and you should look out for them when you fight, but the first fights are too fast and quick for you to have enough time to know unless they telegraph the patterns.

I envisioned the enemy patterns working on long-term; the players noticing that after three punches to the face, an enemy goes for a low attack. I'll check how feasible telegraphing the attacks could be. It would definitely make things more readable, and make mass-enemies a less daunting. Maybe I shouldn't mention patterns right off the bat, and just let it be something that is revealed at a boss.

- What's the use of having two different types of high, middle and low moves from the very beginning? 

Allow me to explain myself there, we got two type of attacks: Kicks and Punches. There would be traits later that one of the two groups. I've built this UI so instead of the oldschool single list, there are 3 columns; Punches, Defensive Options, and Kicks. There used to be far more options unlocked by default, but I've been suggested to lower them to avoid overloading the players.

Still, you got 2 of each height not just because the punch/kick difference, but the more you rely on a single attack, the accuracy of it lowers, as the enemy adapts to it. There is also an increased chance of the enemy picking the defense option that corresponds to that. So I wanted the players to have more than one option for each height.

- The haul system to delay the opponents moves also seems pretty busted from the very beginning

It’s true. I have somewhat under-tuned enemies, so each playeer can cover as much ground as they can, without needing to master the mechanics first. You are right though that despite of that, the initiative system with the haul-shock values, should already be in their final iteration, to give a clear picture about the combat.

Thank you for taking the time to test and write. I'll attend to the QoL tips and bugs. I might even scrub the story and the locations and try over, but we'll see about that once all mechanics are actually solid.