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(+1)

Nice work! I'm a dev too, so I thought I'd check the game out.

I think I encountered a bug here: 

The character was in the bottom-right corner, but when I jumped up to the roof, the camera bounds moved over to this other room with the boxes. Not sure if that was intentional or if the bounds of the box room was placed incorrectly.

One more thought: I like that you can't cancel your attacks into a parry, otherwise you could cheese the boss by parrying on reaction. However, because of this, it feels like the best strategy is to jab the boss instead of comboing. If you get locked in a combo when the boss attacks, you'll get hit, so it's safer to use individual attacks and wait for a chance to parry. 

Could probably be fixed if the boss enters hitstun when you combo them - but you also don't want the player to button mash, either, so it's a little tricky. Just something to keep in mind.

Either way, great work so far!

(+1)

Hey there, thank you very much for your feedback and bug report!

There's a ton of things that need to be improved regarding the combat system, and I have to find ways to force the players to vary their strategies. I noticed what you mention too and actually, it kind of applies to every enemy who has more than one HP, so I'm currently trying to find some solutions. One could be, for example, to add way more HPs to the enemies so the attacks can have more important differences in term of power, making it so the jab only is dealing minimum damages and used for reacting quickly. Another solution is, as you said, creating a hitstun state for enemies when they get combo'd, and I'm thinking about enemies that need you to perform specific attacks in order to get hit.


Thank you very much again!