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A jam submission

Illusive DomainView game page

Parry based boss rush action
Submitted by kemomic (@kemomic) — 2 days, 23 hours before the deadline
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Illusive Domain's itch.io page

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Comments

Submitted(+1)

Played for a bit.

Cool graphics and art, though some areas, like the blue field with flowers, had bad performance on my PC.

I find the overall gameplay to be solid. I love sekiro, and my biggest complaints would be the movement didn't feel quite as smooth as I like, and some of the bosses moves are very hard to see.

(+1)

Played trough the demo on standard Difficulty and I ranked all bosses, although I haven't beaten the last one 

Shadow Diff: 1/10 I've pressed random buttons and won
Demon Diff: 2/10 Good way to introduce the player to not mash randomly
Knight Diff: 8/10 need the player to style switch  mid battle to dodge certain attacks, I found the hardest moveset to face was sword and shield, the rest I use gaps in the moveset with charged claws, I couldn't reflect many attacks
Witch 3/10 I could reflect all projectiles with one attack and the projectiles makes her dropping her stance making her fight a joke, I think it would be more interesting if the projectiles only would break the barrier (also she shouldn't barrier herself immediately after
Fox 6/10 Wasn't as difficult as the last demo, parried a lot by timing and also mashing R2 string of attacks, got lucky and stunlocked her three times
Ninja didn't beat her

Truly an addictive format but I think it would be better to not have the game to autoretry (or at least have an option for it)

Submitted (1 edit) (+1)

Hi,

I played the game a bit (finished the first 4 fights you can teleport to using the stele).

First of all, thanks for the gamepad support, always appreciated (even if it seems to not work perfectly well in the menus especially to remap the controls, but I didn't encounter any issues during gameplay).

I kinda like that there is abilities you can use in combat. When you're first learning the game, they kinda act as a crutch you can rely on to still have fun and manage to do things.
At the end of the day though, the combat system still seems to be centred around parries and counters, which I think is one of the aspect that lacks a bit of polishing.

I think I managed to do some parries and counter attacks? But to be honest, I couldn't tell. I think there isn't enough visual or audio feedback for when you do those... Or at least, they aren't different enough from regular blocks/attacks.

Like, having some kind of freeze frame, or clear visual cue to tell you "right there, you did a cool move" would be nice.

For example, I knew I attacked into an enemy attack correctly not really because of the audio/visual cue, but because of my "stun" meter reseting, which doesn't really feel as nice as a cool "SWOMP" with a freeze frame x).

Like, weird comparison, but this old Naruto fighting game comes to mind. At 15 seconds, the kind of negative circle appearing when two attacks counter each other was the coolest thing when I was a kid.


Not saying that it needs to be that, but that's the kind of impact that I think could add to your game to make it more obvious when you're doing things correctly, and in the end help you learn.


I will not talk about the jiggle physics and the headpats, but live your dream boss 👍.

(+1)

3d main menu has nice layout, but I think the dither transparency on the leaves looks bad


normally stuff at the bottom of the screen is like this

but then if I toggle windowed mode (alt+enter)

then the bottom becomes like

So i think that on alt+enter the game should reduce its rez by a little % from whatever the FS rez was to account

I get about 119fps in some scenes but only 45fps in the tutorial combat


this game looks pretty cool

parrying the slow attacks kept throwing me off at first i only noticed I could do slow attacks myself afterwards

Submitted (1 edit) (+1)

right now there’s not much of a reason to parry if you can just dodge forward and right through everything. I parried a few times and clashed maybe once by accident and managed to just hit them for vitality until I could start doing persistent posture damage and didn’t use any of the gadgets because their startup time was very long. beat all bosses except the last one which I haven’t tried yet. I guess if people start blocking you want to just use gadgets but I didn’t see many downsides to just spamming attack and dodging when necessary early in the fight.

pretty cool though for furry sekiro even if some of the bosses are for coomers. attacks are well telegraphed for the most part too.

Submitted(+1)

Finally tried this but on a friend's PC so I didn't take my time reading what skills did so (with easy mode disabled) I had an easy time spamming attacking through the oni and the witch boss.
The knight boss required some cheesing: I did jump attacks until I could trigger the execution thing.
Didn't attempt the vixen boss properly, she looks like that the first "l2p or die" boss.

I'll try playing this "properly" when I have the time.
The models look great and the waifubaiting is excellent, music is nice too.
Very nice, had fun.

Developer(+1)

Thanks for playing! The early bosses are a little more forgiving and let you mess around a bit, but Nia's the first main filter to make sure you know what you're doing. 

(+1)

Apologies for being so negative in the end. I hope you know I'm rooting for this game.

Developer

Thanks for playing!

For parrying, enemies are also capable of parrying, and in Nia's and the tutorial's case they have a specific effect to show that it's a parry from their end. But I agree that the current priority system for parrying is kinda nonsensical because I haven't made any proper guidelines or standards thus far, and having specific attacks beat out other attacks is really hard to convey when things go this fast, especially when some attacks are always interrupted on any parry for sequence reasons rather than the intuitive power of the attack. 

The tutorial for parrying is tricky, because if I don't slow it down, then players might get stuck and never be able to get past this, and if I skip it, then they miss out on a core mechanic. But slowing it down also means it's not representative of how actual combat will be, which is why I settled for having an effect that only shows up during this stage of the tutorial, while using attacks that you've already seen and have established the timings for. 

There's a gap currently where projectile deflects and parries don't count towards the tutorial. Probably should just remove that attack from those stages tbh. I guess I should also try and update the tutorial text based on that too.

As for skills, there were plans to make dedicated skill tutorials in that section, but I couldn't come up with ideas for all of them in time, and implementing them is also not that straightforward. Also, players aren't going to sit in the tutorial to slowly go through each one of them. It's pretty much the other major cursed design problem of this game, because the bosses and combat system are made with the expectation that you know how to exploit your skills, but there's also no good way to guarantee that without being exceptionally hand-holdy. 

Some other notes I had watching the video (more so on things I need to somehow teach players about):

  • Nia's grabs are likely to miss if you keep moving, and they can even be deflected unlike Louise's. 
    • but maybe teleporting into it might be too much (even if it is the major telegraph for that move aside from the flash)
  • The intended playstyle is in using all of the skills to land attacks constantly with as little downtime as possible, so this actually still isn't enough aggression. 
  • Maybe I should use another tutorial pop-up for Lynette's fight? It is a gimmick fight, but part of the fun of gimmick fights is figuring it out on your own, so spoiling it so obviously doesn't feel good. Not sure where else I should take this to make it more of a proper fight rather than an elaborate tutorial for one mechanic. 

Also, if you've got time to revisit the demo, I'd like to hear your thoughts on the ??? boss at the bottom of the list. It's supposed to be an optional boss just before the final boss, so it'll serve as the ceiling of difficulty in the game to test the limits of this system.

(+1)

Gave it another go. 

Developer

Thanks for trying it out again.

Yeah, there's like 2 or 3 more bosses that you're supposed to fight before that last one, and it's also meant to feel impossible as part of the story. 

I also realized I haven't updated some of the skill selection text in a long time, and that one about impurities was back when I was trying to give it more of a lore description rather than a gameplay one, although it's also not a bad idea to make it recover status effects since there aren't any options for that right now. Apart from the tutorial, there's no place where the player is forced into being exposed to the descriptions, so I'm thinking that I can make the player have to select their slot assignments manually first to let  them know that the descriptions are there.

Slide kick is meant to be more for mobility, so the damage isn't great. But the recent changes to the camera and directions also make it impossible to line up. 

For the charged skills, you only need to hold it until the twinkle effect shows up, then you can release it early. This fuzziness lets you hold attacks out a little longer for timing parries. 

That parry at the end of her spin wasn't intentional, turns out I forgot to set the flag for preventing that. Sorry. 

Also, here's a video of me beating the last boss. The reactions get pretty absurd towards the end, so I'll still need to tweak that logic some more, but this is how the skills are meant to be used. 

Submitted(+1)

looks great plays great. It's nice that there were some easy mobs to beat up on but I got filtered by loise.

I felt like there were way too many skills to keep track of. I don't know if you intend to slowly unlock them over time for the player, but 4 stances with 2 unique abilities each felt excessive and not very apparent why I need that many.
Developer

Thanks for playing!

No, you really do just have everything from the start. It is a major problem that I genuinely have no idea how to approach other than just hoping players play around with it or tell each other how to use it lol

I do plan on completely reworking Louise in the near future, though, since my skills and knowledge have improved a lot since back when I first made her over a year ago. The concept will likely remain the same, just that the attack animations and general strategy will be reviewed. 

Developer (1 edit)

Main thing for this update is phase 1 of a new boss 

You should really try and beat everyone else first, because this one is meant to be right before the final boss. It's meant to be a little unfair. 

This will most likely be the last or 2nd-last DD for this game. Hopefully.