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I've been looking forward to trying this one after seeing it in the thread, glad it made it in for this demo day! farthest i got was room 12

  • i like the main character design and story idea you posted in another reply
  • parrying is fun
  • is the sword supposed to do 1 damage? seems like it shouldnt be used since the pistol does 10
  • the aesthetic and visual effects are cool and differentiate the game from other top down shooters
  • first time firing the gun causes a stutter, might be instantiating a shader or particle for the first time which triggers a compile if you dont preload (see Federx's comment)
  • the slowdown on parry reminds me of third strike 
  • i wish the parry had a bigger hitbox , it feels like you have to sit perfectly still and not strafing to parry
  • chaining executions is satisfying but wish it  was
  • your sword and pistol do such pitiful damage after the first few rooms that parrying is the only meaningful source of damage
  • cleaning up the tanky thorn enemies after taking out the other enemies is  kind of tedious, they take so long to kill
  • the gun and sword feel pretty piddly right now, no screen shake or on hit sfx? maybe more powerful weapons should feel meatier

I love broken build sandboxes and your current progression cards seem like an interesting start so excited to see where this goes, especially as a top down shooter enjoyer. keep up the good work!

(+1)

Wow thanks a lot for the input, sorry about the sword it's just a placeholder for now lol, i actually implemented the bigger hitbox on parry right after reading your comment and you're right! it does make the game feel a lot better to play, and yeah you're right that i should lower the HP scaling a little, either way i'm really thankful you played my demo, and thanks again for the input!