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(+1)

Jusha has got style and juice up the wazoo. I don't know how much more I can say on that. I think the art direction and the feel and weight of attacks and animations is really really well done. It feels GOOD to play. I'm assuming you're going to introduce roguelike elements eventually (that's on the branching paths after the boss fights make me think of). No doubt it's a great combination for a game and along with its artstyle the future for Jusha is bright.

You've definitely got a great knack for making boss fights. What you have is mostly solid so far, but the blacksmith feels quite bad to fight; with a tiny bit of tinkering though I think that fight could be turned into something really fun (all the ingredients are there just needs some slight changes).

Below I'll list some of the issues and criticisms I have:

-In the starting area you can dash off the table and over the steps that the red wolf is laying on and then walk around in his body. Can't go past the rocks so it's nothing too crazy but figured I'd mention it.
-At one point I was able to spam execution (at least on the lizard) to keep moving the character back to the start of the execution indefinitely. It looks pretty silly. Not sure how to replicate. (Did it once more and this time was after the Q weave attack I think...)
-Lizard boss seems to have two attacks where it comes up from the ground and does an AoE around it. One smaller area and one bigger. I couldn't tell if there were any identifiers for when one or the other would come out so I always just dashed really far away. Also, the second, larger AoE attack had a hitbox where I would sometimes get hit while, from my perspective, be outside of the *dust* that popped up from the shockwave (it might need the hitbox to be shrunk a little bit or have the dust expanded or be more dense so it's easier to read... not sure).
-The blacksmith boss attack patterns are fine, but it's really annoying to traverse around his room when there are multiple objects to run into *and* I can't see the entire play field. This makes it easy to get locked into positions where I thought I'd be fine dodging but clip onto a small obstacle or I can't see the angle his ground smash is going to come out at as I am on the other side of the room (and am in some situations generally pushed in that direction because the AoE on his other abilities are taking up most of the other side). I think being able to see the entire field would make this boss much less annoying to fight.
-At one point the game started changing to windowed mode for some reason. My game actually launched fullscreen with "windowed" default selected, but at this point I tried selecting fullscreen to stop it from auto windowing the screen. The game did go fullscreen but the resolution was off and I had a black bar at the bottom of the screen. I also accidentally checked off vsync and, not sure if that was part of why it did this, but afterwards the setting menu was bugged and always showed up on pause. I tried restarting the game to fix this but the settings were saved and I couldn't find a way to change it back (any options I tried highlighting were also offset from my cursor making it difficult to even mess with the menu).
-Would be nice to have a run button or at least have your normal movement speed be *faster* than spamming the dodge. I don't like jamming on space all the time to get outside of the range of attacks (like big lizard AoE).
-I wish I could press space and dodge in the direction of my cursor. Would be nice to have that be an option.

Looking forward to seeing your progress next Demo Day. Game is looking great with a lot of promise.

(+1)

Mate, thank you so much for the detailed feedbacks. I hope you had some good time with it.

I'll address all the points raised :D