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This is really cool, I wasn't expecting such a nice blend of Shadow Tower / Soulsborne gameplay, pleasant surprise. It really invokes that feeling very well, while ditching the clunky cameras of ol'. I notice there has been some talk of the stamina, I found it occasionally glitched for no real reason, couldn't pinpoint what was happening really, but occasionally it would bottom out and having to wait for full recovery before use again I feel is a little much, but somebody else mentioned that so I assume you're set on that design. 

Also couldn't really work out how to defend correctly? I was trying for different attack timings to parry like a souls game or stagger the enemy without taking damage but alas. If you could add additional damage for back attacks to replicate the souls style instant kills, that would be pretty great. 

Some things I think would instantly improve the overall experience, that wouldn't be too difficult, is enemy SFX and an ambient soundscape for each area. It's a very sparse silent game, and there is just something about dead silence that isn't very appealing. You do have great SFX on gates and attack hits and stuff though. I also noticed item descriptions in the menu would remain even after an item was used, so that's a little bug you could probably fix pretty quickly. I also second having the notification/text prompts fade over time, and I really think you should throw some extra healing items around - having every loot find be armor, while useful, made me feel a little disheartened, and I never found enemies dropping loot really happened beyond the first enemy you fight, not sure if that was just bad RNG on my part. 

Mostly nitpicks to fill out, amplify the experience. I really loved this, and am excited to see where it goes. Hoping it's still in development. 

Thank you so much for the feedback and kind remarks.  The game was unfortunately one that grew well out of expected proportions and quickly became difficult to manage and balance.  This ended up with having various aspects of the gameplay either unpolished or not fully implemented.

I think the issue with stamina was that there was no lower limit cap. So if you were on say 1 stamina and used 90, it would drop all the way to -90.  I wanted to have penalties for using the really high attack weapons but definitely think it was too severe. 

Defense was just very wonky.  Also, the enemies have no clear indication of them being staggered upon you successfully defending so make it seem like nothing happens, especially with enemies like the spear skeletons that have very fast attack.

I don't really think there is a single part of your feedback I don't agree with.  I'll be revisiting this series/game in the future.  This is a really rough prototype that outgrew my capabilities but I think I could do a much better sequel or remake.  I've been getting the fantasy itch once more and so revisiting this idea may come after completing my current fps :)

Thanks again for playing and I'm really glad that it was possible to see what I was aiming for through the glitches and dodgey graphics.