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(+1)

Really enjoyable and overflowing with style! Like seriously, I love the aesthetic and the art is superb.

Honestly only a couple of things are holding this game back in my opinion. Here are some suggestions that I think would make for a more fulfilling experience:

Make it so that simply touching the boss does NOT hurt you, early on I thought its attack was triggering a jank hitbox until I realized I was dying cuz I barely touched it. I'm sure this was implemented to make one pay attention to their spacing, but it felt more unfair than anything.

The previous issue wouldn't be as bad with my next two suggestions if you wanted to keep the damage on touch. Firstly, make it so that the player character is always facing the boss, there's no utility in turning away from the enemy and makes it harder to space your attacks (also, it wouldn't make sense in a real combat scenario to turn your back on the enemy, which is more of a nitpick since it's a video game but seems appropriate for this type of game). 

The other suggestion that could alleviate my first issue is to make the player's attacks more consistent, or more visually telling of why I missed. I had several times where it just seemed like I was raising my sword but not attacking. I'm assuming it's a spacing issue but maybe I just don't know how the controls actually work? If so that's my bad.

Maybe a small indication of how much health you have left?

Loved this one, excellent job!

(+1)

Thank you! That's a huge compliment, to address your points, I see where you're coming from about the contact damage, it does suck, but it is quite necessary in games like these, otherwise it introduces too much cheese, and the way the boss movement is designed, he will never touch you on purpose, you need to walk into him. I do think I could've improved the logic to make him ebb and flow towards and away from you to make it less likely to walk straight into him. That was actually how it worked during development, but it made it feel very robotic, especially with high movement. I do agree with you on the attack response though, it's currently bugged where you can animation cancel your attacks into the next one, which is what I think you were experiencing, thanks for that, fix is on the way. And yes, definitely an oversight on the health thing. Thank you for your feedback, glad you enjoyed!

(+1)

Animation canceling, that makes sense. I tend to spam my attack button lol.

I agree that something should discourage getting right on top of your opponent, and contact damage works, but doesn't necessarily need to be the solution. For example, could be a quick kick that has high knockback and stun.

I still think making your character always facing your opponenet could help alleviate getting too close on accident, because you won't have to walk towards your opponent in order for your attack to be aimed in the correct direction.

Something else I thought of that could help is to make movement have acceleration. Doesnt have to be alot, just enough to not be 0 to 100 in one frame. Especially when your speed stat is higher, having a few frames where you're not at max speed could be helpful for micro adjusting your spacing.