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What happened to the browser version?

Such a cool game, I really love the blocking mechanic. It was quite challenging but I really do think to a degree the difficulty is up to par.  Do you have a discord or a server, I also use Godot and was wondering to see any other projects you come up with.

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I really like this game! It has beautiful graphics and the gameplay mechanics are really fun once you get the hang of them. I found some small bugs that don't really hurt the game but I felt like they were worth mentioning.

-When you press c to emote, you can no longer move afterwards for some reason.

-On boss 5, sometimes the boss glitches and is stuck in his block pose permanently with the only way to fix it to reset the level.

-Also on boss 5, sometimes it says I block his dash attack but I also take damage at the same time.

-For most of the bosses, you can still hit them once their health has gone to 0, however sometimes they still block you even though they are already dead.

If you could add a game mode where you have to fight waves of smaller enemies I think it would work really well with this game's mechanics. Other than that, great job with this game! Can't wait to see what other levels you have in store for the future!

Edit: I found another glitch where if you're fighting the third boss and you back him into a corner, he may try to flip backwards, which makes him glitch off of the screen. The only way to fix this is to reload the level.

Thanks for playing the game and I am glad you love it. This was a small project I finished during last semester break. I will definitely fix all the bug u mentioned above.

Actually the c button action is not listed in the instruction and it was something I implemented for fun. Congrats on  finding the hidden action:)

There was a time that there is a minions level. Let me dig out some gif and show you.

Still working on the next game design project but I am still in the designing process. Wish I will be able to deliver another game this year;P

Can't wait to see what you make next, stay strong and keep up the awesome work!

too difficult game

I really really love the idea of this game, its simple and has great visuals. but the game difficulty just doesnt do it for me, I do not know if im the only one but i could not beat any boss in the game despite trying over and over, and belive me i tried a lot. I would personaly love to see either a healing potion or bigger health bar. also one thing that was really frustrating is that every time i died (which was fairly quick considering it takes like three hits for a boss to kill you) the intro before the boss played again, so i would suggest having it there the first time and then just have the letters apear on the screen with not interupted gameplay. Sorry if this sounds like a rant i really love this game and the general concept, its just so simple and loveable. i will keep following this game for future updates, but i would really apreciate easy mode or something. sorry for my english, and thank you for bringing this game to life

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I m glad you love the game and the art style. I did thought of adding an easy mode but it just doesn't feel right to do so. I wanted the game to present a harsh and unforgiving duel yet not unbeatable. There is a lot of request in the easy difficulty but it kind of ruin the joy and the core of the game. It was designed to challenge player and not something you can beat with button smashing. Reading attacks is important in the game. 
I would add a skip intro button later for better experience. 
The only tip I can give you is parry first, attack afterwards. Keep trying but also remembering the boss's pattern. You will eventually beat the boss, no question on that . Good luck! :D
 Note: Player have 5 HP and basically you can do no-hit on all bosses.

Im happy that you decided to reply to my comment although now i feel a bit akward because after putting more time in the game its becoming much more easier and i feel i overreacted in my previous comment. game offers intense and unforgiving but fun chalenge and i feel glad that i discovered this game because its so charming

That is what you call progress. You  are definitely getting better in the game cuz every fight and death built up your awareness to different moves and getting used to the rhythm. You could always try the paid version with new bosses and mechanics.
I m having a hard time too. The number of views per day is going down fast from few hundreds to below 100 views per day now. I have no idea how to promote the game successfully. 

I will definetly try the paid version, as for your promotion problem i hope it gets better because this game deffinetly deserves more attention

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Have you tried Facebook Marketing yet? It's roughly $15 for 1 week of advertising (maybe for two weeks, can't remember at the moment).

You can also try submitting your game to GoG for free but they will play it and judge it worthy or unworthy. For $100 you can upload to Steam and they give it back if you make $1,000 or more in sales. Having your game on either of those marketplaces is like it's own form of passive marketing.

Wow, really good ideas. I am not sure about facebook advertising cuz I guess people will tend to buy and play games on steam instead of itch.  Definitely some good tips tho, I may upload the game to steam if it is  more polished.
Thx for your advices!! :D all the best

I tried putting my game up on steam when I forest got into unity (3 years ago), it was like using 1990s DOS to upload it!. I gave up and just use Google play store and itch.io  now, if anyone knows how to put their game on steam then let me know I'll pay them to do it for me!

looks very nice, but i can't play the demo

You can either download the demo zip or play the web version. They r the same

also doesn't work

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Finally managed the beat the demo. Level 1 felt frustrating at first, but Level 2 showed me the benefits of parrying and pattern recognition. After that, Level 1 felt much easier... and I was thinking of trying the full game out.

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Nice Work!! Happy to know that you kept trying and beat the demo.
I know it can be frustrating at first but once you get the rhythm, it clicks!
Note that Level 5 Boss is really challenging, love to hear how you feel about other bosses. 
:D

It took a while, but I beat bosses 3, for and 5.

Boss 3 was tricky because his animations had to be countered with very accurate timing, so it was a bit of a struggle.

Boss 4 kept hitting me with an unblockable attack, and the tip about attacking instead of parrying didn't register until later, so I ending up blocking his dash attack, dashing, attacking twice, and then dashing away before he struck back. There was also a slight delay after his unblockable attack that allowed me to get some damage in.

Boss 5 honestly felt easier than Boss 4. All of his attack patterns had clean animations with clear windows for parrying and attacking (double sword slice, triple axe swing, overhead spin attack, quick dash), even the ranged attack (it was a deterrent for approaching at first, but even that can be parried for an opening). More importantly, his triple axe swing always used a special third hit, and it was very fun to attack during that last hit to gain another opening.

Overall, this was a very challenging and very fun game. I can certainly see the similarities to Hollow Knight.

I'd be interested in any projects you have in store after this one.

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Boss3: I assume you are talking about the close range attack. I guess the reason is the participation frames is not noticeable. Gonna redraw the animation later.

Boss4: Actually boss 4 is  easier than boss 5 becuz there was plenty of delay state for player to attack.  I was hoping the player can get the basic of the new parry mechanic and thus better prepared for boss 5.

Boss5: I put hours in drawing the animation for this boss. I was getting better in the pixel art animation after drawing other4 bosses. I was thinking the triple axe attack can present a rhythm based sword fighting feel. Glad you like the opening when player perfectly parried a combo attack.

I am thinking about adding more bosses to the game (free update for those who already purchased the game ) and further polish the game. The goal is releasing the game on steam.

Thx for your review on the bosses :D

I think I know what you mean about Boss 3, with the close range jab that seems to required slightly quicker timing for counters.

I was found of Boss 5's reaction whenever you parried his special attack. On a side node, I'd like to mention that his ranged attack where he holds his sword up and summons projectiles has a change to glitch out where the projectiles spawn infinitely and he disappears from the level, requiring a level reset.

I'd be happy to see more bosses along with a Steam release.

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.

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Definitely going to fix the bug asap. A more telegraphing jab attack animation is needed too. You review really helps me polishing the game!!! 

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