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(+2)

Beautiful game and fitting soundtrack and effects. Impossibly hard and let down by it's controls. My initial reaction to the charging opponent was to jump, a movement which doesn't exist. The parry move only lasts for a split second meaning it has to be perfectly timed giving no leniency for mistakes. I see no reason why you shouldn't be able to hold the parry button down indefinitely and it stop once you've parried once. The opponent attacks non stop, even after being parried, giving no room for the player to counter attack. The opponent also has an unfair advantage being able to pass through the player when the player can't pass through him.
Overall needs some polish to mechanics and gameplay but very well executed nonetheless

(+1)

Actually, there are stun or tired state for all enemies. I did think about making the parry to be holdable, but it seems player will just hold the parry button nonstop. I m not sure how other players will react to this function but I think some players might just stand still and hold parry for the game. But you do have a point there, I m still struggling how the parry mechanics should be, I want players to get some sekiro feel in the game.  Also, I think a parry should be a short gap button but not like "Defence " or "Shield" a hold button.

The opponent being able to pass through players is designed with the purpose player need to adjust their stance ( which way you are facing) It challenges player to combo correct move key and parry key in order to sucessfully parry attacks.

Anyway, Thx for commenting my game. It sure gives me some thoughts on how different players approach this game.  Definitely going to make changes to the game. THank you :D

It is now updated with a  new boss in level 5!, Check it out