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(+1)

The look of the game is great. The sound is great too. Nice work there. I liked the clarity and consistency of the items you get, and the games systems. They're communicated well. Landing hits and blocking all feel good. But I can't help but feel there is more unrealized potential in the combat system. I'll leave it up to you to determine how much of that is me, not having played very deep into the game.

There was a bit too much of a "rock em sock em" robots feel to the combat, at points. I hit you, you hit me. If I backed up to try and avoid a hit, I still got hit. Blocking, then counter attacking, I still get hit. I need to use the dodge more, but I also don't feel rewarded for blocking at all. I can just run up with block held down, and I'm guarnteed to block. But then I can't really capitalize on that at all.

A "parry" style block might be better suited to this. Where you have a window of "block" after you hit the button. That was I have to pay attention to what the enemy is about to do and respond. 

When I used a big slow weapon (the pike), I kind of expected it to have more of an effect on the enemy, too. It hurt them, but they didn't really react to it at all. 

Anyway, I think some small changes could add a lot of depth to the combat. Either way, it's a good game. Keep it up.

(1 edit) (+1)

Glad you liked it. And actually, those things you requested are already in the game, it was only a matter of experimenting more, and maybe finding the right tip notes on the floor.

You can parry attacks to stun enemies for a good while, shields even make a mention to this, as their only stat is Stagger on Parry. Pikes and other weapons with different ranges actually have a significantly different AoE, and you can easily kite enemies with it, specially together with kicking. Characters with higher AGI may also benefit from the classic hit and run backstepping to zone enemies out. Higher STR characters with stronger weapons also hitstun enemies for a longer period, but that rarely is enough to stunlock them on its own. Another good tip is that you can actually cancel any animation with dodges, making for some sick plays!

Discovering these small mechanics and tricks actually is my game's metaprogression!