Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This looks really solid, especially for an early version. The focus on decision-making and timing (dodge/parry) feels like it could create some really tense moments.

I also noticed you mentioned replacing SFX placeholders later on. It feels like the audio side could play a huge role in reinforcing that combat feedback and tension.

Out of curiosity, are you planning to explore more reactive or dynamic audio as the game evolves?

Hi Danilo,

Thanks for playing Veilshorn and leave valuable feedback! really appreciated!

The audios are intended to serve only as placeholders for now. The idea is to have the sfx as cues for the action reinforcing the sprite animation and music as the mood leading. 

The project is however still the very early stage and I would like to define it with more clarity once some other rules and sprites are more defined.