Decent game; Massive rough edges at the moment
I may be back with more feedback, but will confirm I did beat the level 7 Doctor boss on my second run.
Some feedback:
The gas floor on the doctor fight is really well-executed. They force the player to move around but aren't BS. It's possible to sneak by the game by going into the diagonal areas, but I think that should be kept in.
It would be convenient if it were possible to draw the weapons back more so that the pommel is a little farther from the player than the blade. The "close sword" position is already very strong on both defense and breaking through the enemies guard.
Crossbow is trash at the moment; without the massive bayonet of the first game it can't defend or attack well.
Longbow is a lot of fun; basically a blunt sword that fires arrows instead of lunging.
It's annoying when I spawn and am instantly cornered by a troll.
Thank you for this feedback, it's very helpful!!
Glad you liked the boss fight! I hadn't considered your point about drawing the weapons back, we will definitely have to experiment with that. I know we want the swords to feel really solid and not frustrating at all.
I have to agree about the crossbow - I don't think the crossbow code has been touched in a bit but it's not very satisfying in its current state.
Something I run into when testing is that the trolls have a huge swing range and deal a lot of damage. Hopefully our enemy spawning system changes will help prevent the player getting cornered, but I wonder if he is still just too powerful, or if the player doesn't have enough time to react?
Again, we really appreciate the feedback, and thanks for checking out our game! Hopefully you could come back once we push another playtest to itch from our dev branch :)
I would say the main issue with trolls is the normal ways of avoiding damage don't work if you're cornered. If you try to block, you just get smushed into a wall. If you try to dodge roll, your weapon catches on the log and you get carried with it and you still take damage.
There's definitely time to react otherwise. The enemy is fun to fight otherwise.
Yeah, you could also disable weapon collisions during dodge rolls, but that would also the player to bypass enemy blocks, which could be interesting, or maybe too powerful. I can imagine there would be physics engine issues with a weapon "phasing in" to a different weapon.
Trolls taking more body knockback won't help because often they often have their back up against a wall as well.