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This is a very interesting game, I really love this aesthetic and the fact that I can recognize it back from your work in intro to vis comm shows that it's a very exciting style. The animations are incredibly well done on their own, but I think within the game there are some instances where the attacks are not well enough marked to react. Some of this, I think could be easily solved by adding some additional sound effects. Most needed areas for that would be when the boss begins his charge attack or a stasis attack. There were some times when the boss would do a triple slash, and on the third motion when he raises his arm there seemed to be around a 50/50 chance that it would be a charge slash vs. a slash. I'd take a lot of hits there because I either assumed to block or assumed to start charging my own counter slash. The other difficult read was the double arm attack, where one is stasis, while the other isn't. I didn't know which was going to come first necessarily, and up until seeing that, I primarily assumed that "seeing purple = spam spacebar." Maybe making both arms purple even if just one is stasis-attacking, or when there is the one orange/one purple situation, having a clear visual or sound effect to dictate which arm is going to attack first would resolve this.  Overall, this type of dodging/fighting game is really difficult to create well (especially when you're only given one button) and I think you managed to get a lot of depth out of it. Great job :)