Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

VFX looking stunning as always with Jusha.

I think it's an interesting direction you've gone with turning the game more into an action adventure as opposed to a boss rush. I personally still think the initial idea of Jusha being a boss rush roguelike(?)-esque game is really cool and I liked that first demo of it I played a lot. With this new demo there's a lot more lore given to you and you talk to a lot of NPC's; things are still kept kind of vague as to what exactly is going on, but I think the monster design and atmosphere of Jusha sells an interesting story better than the writing in this demo. None of the dialogue captivated me as much as my imagination did with coming up with what *might* be going on in the first demo.

That said, the game still looks really nice. The fire VFX are pretty stellar (both the magic attack itself and the flaming sword). The effort you put into the water simulation definitely paid off. Even if it's only in a few parts of the game it's one of those things that really feels good to see despite it not regularly being on screen. It's a very nice touch. Combat is fluid and everything feels quite satisfying to land a hit on. The dashing is incredibly fast and is better movement than just holding down a WASD direction; it doesn't feel good to know if I want to maximize movement I've gotta' spam dash. Not sure how you would want to change this (maybe a cooldown or having it be a parry instead?).

I did run into a few bugs I'll list out below:
1. Saving & loading seems to wipe your hotbar for using items, but they're still there it's just that the icon is gone. I can't seem to get the icons to appear again either when trying to reassign items to the hotkeys.
2. The cube puzzle has some issues with being able to move the cubes around from off-angles.