I really like the artstyle and the effort to actually recreate an early ps2 artstyle with all its quirks (something i was never thrilled to do so I just do whatever saves me time). Looks very consistent from start to finish from what I've seen. The combat right now is very floaty but I assume you are aware. There are no particles to speak of and enemies barely react. Enemies seem very repetitive, not sure if this will change, because giving every single enemy type an unique moveset is something I want to avoid and why I decided to stay away from the rollslop formula very early on. There is also no way to counter enemies parrying you but maybe I'm just bad at the game. It's more of a game than mine so far anyway so good job keep it up man
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Thanks man. Glad to see people enjoy the artstyle and lighting since it was a hell of a pain to implement.
I do plan on adding a lot more visual feedback to actions before the next DD.
In this demo you fight player character NPCs but that will be exceedingly rare in the final game, i think i posted about it in the discord but yeah most enemies will be using a freakish tall humanoid rig or a short goblin-esque humanoid rig and they themselves will have a fair variety of attacks and all that (not to the level of a fromsoft game of course).
If an enemy keeps parrying you just shove them a few times until you break their guard, alternatively you can just wait until they decide to swing at you and punish them then