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Hey man I'll check out that fullscreen bug soon. I changed the way the game restarts itself so that would explain things.

The fatigue system is a work in progress but the idea is:

Blocking is fairly lenient (the timing window is giant) and doing so allows you to counter. Every time you attempt a counter you need to block, so it's a trade-off every time you try to catch them with a quick counter slash. The Master AI is almost perfect at blocking so I thought there should be a way to soften up a defensive opponent and force them to mix it up in order to maintain their offensive capabilities.

Since blocking builds fatigue, dodging is now a riskier way to defend while avoiding any fatigue, and shoving is now more useful. Furthermore dodging causes your opponent to miss their swing, making them fatigued instead.

Fatigue goes up to a maximum of 10, and is reduced in 16-frame increments (about 1/4 of a second). So a recovery from full fatigue takes just over 2 seconds and will gradually reduce itself whenever your movement is free.


I'm happy to hear anyone's thoughts on the system since it's a new attempt to balance some of the moves in the game into a tactical whole. Thanks for your support and all the feedback too.

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Thanks for taking the time to answer! Sorry for asking again, but is the counter attack speed affected by fatigue or not? If it's not, then blocking fatigue is fine in my opinion. Of course, I'm just one guy, so don't put too much weight in my opinion. Also bear in mind I exclusively play against humans, so I have no experience with the single player.

Fatigue is intended to only affect counters by half, but I noticed earlier I fudged the implementation of that so another hotfix is coming.

I also think that, if you release and sell the game, it has the potential to be a multiplayer hit, but not a lot of potential on the single player side, so I would think multiplayer balancing is prioritary, but, again, I'm not an expert.