First off, the artwork is downright beautiful. the high-res pixel art and how coloful and detailed it all is is just a feast for the eyes. There ended up being a lot more dialogue in the game than I was expecting, which isn't necessarily a bad thing, but it did eat up a sizable chunk of the playtime and there were a few translation errors, most of which looked like improper synonyms. But hey, I speak no French, so who am I to criticize your English? My only real complaint was that the combat was a little frustrating but it's hard to pin down just why. I think it had to do with the short attack range, the sheer number of enemies and the dash on the third swing of the combo. It never quite felt like I was completely in control of my character and like I got hit way more often than I should have. The abilities and health regen for kills made up a lot of ground in the overall feeling, but it still was a little more frustrating than fun. Overall, it's still impressive work and not bad by any means, just trying to give a little feedback :)
Haha, thank you for the feedback. Yep, I ended up doing the traduction a li'l quickly, and it must have been alot of errors in it. I'm gonna reread myself and correct it.
As for the fight, I agree ; it's a feedback that we had alot. I'm not sure if i'll rework it, even if I want to, but it's have been a long time since I worked on the project and as I was not a main programmer I wouldn't like to disturb my pals, who have now other stuff to do too.
The wound cooldown is indeed the most frustrating thing, and it's punishing for being not careful : We had to respect intentions, and to really 'force' the player to use them so we can say 'hey the powers are essential as we said in our game document right' (even if that's a bad way, I know :'( ) . Therefore there's some things that we couldn't indicate inside the game, like you can hit the Boss and it's hands when they're down with every abilities, you can hit with the stick inside the shield, etc etc. , stuff that's useful to the player for doing a better fight and preventing himself from being assaulted and hit by every mobs :P
Do you think that would be worth to put maybe a read me, or spend some time working on some visual feedbacks to indicate that ? Could that compensate the wound and base fight problems ?
Thank you for the feedback and for playing anyways ! :D
What's you're doing is really cool, I already saw you play my pal's game Aube and a bunch of other student/indie games, and that's really cool of you
If the intention of the combat is to force the player into using abilities, you've done that quite well! Maybe just adding an "F" keybinding for the last ability could add that tiny bit more of having all four abilities. I know I was quite harsh on a lot of the little mechanics and the overall game feel, but all of that comes from having no idea of what the developer intentions are. If the standard combat is meant just to be a way to keep enemies off you until your cooldowns are finished, it works pretty well. But having a short directional dash bound to space or something could have done a bit to mitigate that feeling of a lack of control.
I know most student projects don't get updated after release due to how busy students are, so no worries on that front. For students, most of my feedback is just so they have a rough idea of what an end user might think when playing so they can take that information forward into their next project.