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(+2)

I thought this was really fun. One thing that personally bothered me, however, and this applied to Rhamdon 1 and 2 is that the sprites (as great as they are) make it hard to tell/react to what enemies are doing. I can’t tell whether they will start casting or throw an arrow or attack. Mostly since the sprite to do all of that is the same.

Another issue I’ve had is with the boss arenas being incredibly small as well as bosses hard locking on to you too harshly. To the point where I’m not sure how to approach dodging or countering. This is a similar issue to the enemies problem, since I’m not sure how to practice dodges and parries when it’s hard to prepare for what.

The game is incredible fun though, the variety of weaponry on offer makes it super fun. So much fun I can only hope every playthrough has the ranged attack ring (or at least being able to save). Saves and fully pre-made challenge dungeons would also be amazing!

Love where this series is going though.

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Glad to hear you liked the game! Even the secret first one!

Full blown animations for the enemies are coming soon, on release, so your issues with them should be mitigated. Stay tuned!

There's a good strategy to get used to the bosses' attacks: Start by just blocking them, so you can get the timing down. Then, move on to parries just as they're about to hit you (the entire blocking animation works as a parry window). Finally, start using dodges (which cancel any other animation, including attacks) to avoid their retaliation while counter attacking.

There's already a save system in place, just exit the game (without dying) and you should be able to continue from the main menu. Next patch, in two weeks, will also feature separate save files for each mode. Also coming in this patch are two new weapons, almost twice as many powers for rings and boss stones, twice as many spells, and much more!

I'm considering a dungeon creator mode sometime in the future too. Who knows?