Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I fucking love fucking demons souls. I'm excited to see where this goes

  • i really like how everything is very weighty and high commitment
  • I kinda hate how massive the input buffer is, there were times id press the button for a 2nd attack a bit late and get a whole extra 1 second 1st attack that left me wide open
  • really nice texture work! i love the atmosphere
  • the death animation im guessing is a placeholder for the enemies but i liked how the bald head and hands stay visible as the  rest of them fades out
  • The health/stamina UI reminded me of shadow tower abyss for some reason
  • parrying feels great!
  • wish there was a heavy or special attack with the falchion
  • fighting the 2 guys at once was interesting but since your attack is so slow it feels impossible to try and make an opening without getting punished unless you hit both of them at the same time
  • The dodge being boxer style shmovement was cool and reminded me of blade of darkness. Its not super useful with the current enemy movesets in my opinion since it doesn't really leave you in a place where you can punish them for missing the attack.

I killed everyone in the manor and had a good time, really curious to see what boss fights will look like in this game. 

Keep up the good work!

(+1)

well if you like demon's souls i hope you also like classic resident evil games, there's gonna be a bit of that in this game too.

I'll be doing some heavy tinkering to the way inputs get buffered between states.

yeah it's pretty funny how the characters go bald as they die but it was unintentional, the "real" enemies in the game will have more normal death animations.

i'm gonna rework the attack button so that it alternates between the first two swings if you just press it but if you hold it down you get the heavy attack which is the third swing in the current demo.

I'll be doing adjustments to enemy AI so they don't stunlock you as much and also i'll let the player get out of their hurt state after eating shit too many times in a row, kind of like ghost frames in old games i guess.

Glad you liked the way dodging works! it will be much more useful with the movesets of the proper enemy entities later on.

I have uhhh 8 bossfights planned and they will hopefully be very varied and won't disappoint.

looking forward to it!