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(+1)

So I managed to finish the game and would like to first say kudos to the team for making a 3D action game for a jam!  It's super impressive to make one in around 2 weeks.

That being said, as a game itself, it's super jank in terms of the moments when the enemy attack hitboxes are active (I'm talking about the boss' attacks).  There should be a good amount of anticipation before each attack with a recognizable pose.  Even a little amount of hitstop and noticeable VFX would make the combat a lot more fun to play. I think that removing the big enemy at the back and just keeping the boss fight as a 1v1 would have made the game feel better to play as it was already hard enough to parry the enemy due to the lack of anticipation.

For the player controls, I would suggest making the dodge transition back into the run a lot more smoothly by making the run input cancel the last few frames of the dodge where there is still movement so you can keep up the movement speed.  I would also consider further making the run input cancel attacks even more shortly after the swing portion of the attacks end since that typically feels better to play.

For the level design, it largely consisted of very open streets which made it difficult to know where to go.  I would make the levels a lot more focused and linear.  This would help make developing the game feel a lot more manageable and also help with keeping the scope low.

As for bugs, I would find that the enemy I wanted to target (usually the closest one) wouldn't be targetable at all.  Not sure why this would occur.

I really hope this feedback helps and that I was able to explain it properly...  I really enjoy making combat-heavy games so I love seeing how others make theirs.  Nice work, overall!

(3 edits) (+1)

Thank you for playing and for feedback. 

For boss attacks I see what you are talking about. "Big enemy at the end" is just conduct for boss attacks. When boss saying specific phrases it triggers attacks from him. I made it for little bit diversity in attack patterns and give a moment player to breathe since it very easy to block.

About controls. I tried make a transition between run and dodge animation. It actually have interrupt on movement input but i couldn't save momentum for some reason. Since game not about dodging i decided that this is good enough and moved on. I found out why. There was one wrong checkbox...

I had this feedback from some people who also played the game. Personally, I don't understand it cuz you literally just go forward. I wanted to make it way less linear. After first time people got lost I planted red crystal to help you navigate.