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I took another look at Boss 4, and the reason why I struggled so much is two-fold.

First, Boss 4 has a three-to-four hit combo where the last hit is unblockable, requiring an attack parry rather than a regular parry. But the thing is, there is very little room to figure out how many swings he is going to use, while Boss 5 will always use two axe swings before an unblockable attack.

In addition, Boss 5 has visual feedback when you successfully parry his third axe swing, while the feedback for parrying Boss 4's attack is present but far more subtle.

(+1)

Actually my thought is to add the randomness element to Boss 4 's combo attack. Its encourages player to not only recognize the pattern but also react to the move. However, I should have added a deflected animation to tell a clear opening and give greater visual feedback.
Appreciate your comment!