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I think the Myceanean may be broken, I picked him without reading the description (the rock-paper-scissors thing) first and still steamrolled everyone by stabbing (or rising-stabbing) them in the noggin. That or the enemies’ AI doesn’t currently predict the player’s moves very well - I’d suspect a thrusting sword user would avoid chopping attacks for example, yet they didn’t seem to try to account for that. Then again, that may be a good choice for a demo where players can’t tell what’s going on yet.

I dig the artstyle though, and the style + gameplay is very evocative of the Swords and Sandals series. Stabbing Trojans feels punchy even without audio or animations which bodes well for the game.

Thank you for the detailed feedback! Your intuition is correct - there is a “decision making” system for the enemy behind the scenes which I’ve toned down a bit for this build, but which would give them various more intelligent/aggressive/skill-focused ‘personalities’ as the game goes into the harder levels. The Mycenaean does technically have a small debuff to chopping attacks, but I agree it could be more apparent, I will look into making the difference more pronounced.

Again, thank you for playing and for the notes! I’ve heard from someone else about this being reminiscent of Swords and Sandals, though I had never heard of that one - I’ll have to check it out!