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(Played this in linux through wine)
(Ignoring SFX)

Challenging boss, but for the wrong reasons. Your block is useless against him (so can't judge how block works since never used it), and the dodgeroll is way too slow for him. If the game had a side-dash like bloodborne and DS3 with dagger, with double the cost of dodgeroll, it would work out, and in fact I would love it because here, positioning matters a lot and you cannot strafe the enemy to then get a safe attack from the back. I loved this part.

However, without the above move, combat is unbalanced. Enemy boss is way too fast and you can rarely get a hit in, before spamming dodgerolls again.

Also, the enemy has an attack where he lifts mace but keeps it there for a delayed attack (no indication, since it's the same animation as all other slams) which makes getting hit by it feel random (very bad feeling)

I suggest increasing dodgeroll distance length a bit, as it doesn't make sense for any dodgeroll to be so short, it's a leap/jump after all.

I also don't like the charge attack, as it has huge endlag which always punishes you, basically guaranteed to be hit. Should be a default-available move.

Same for healing potions, which are even worse here, as they promote smorc/braindead combat, where you spam R1. Since it's more likely to stagger the enemy and get a healing potion, than dodge twice succesfully to get a hit.

As a programmer, it has a lot of potential, don't let the above discourage you, since the fix for the above are mostly just values and flags to change here and there after all.