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Super cool hack and slash. It is exactly the kind of game I love. The writing, art, and game feel are very good. I couldn't finish this version, the boss was too hard. If I had some nitpicky preferences I felt like the melee attacks were too "sticky" and wish I could cancel attacks into dodges or especially aim mode (you know, to quickly take the last bit off of a shield). I also wish I could swap gun so I could save special ammo for when I felt I needed it. Lastly, I wished the green enemy's attacks were better telegraphed, like the indicator could gradually fill up to make it easier to time a dodge. Excellent work and hope to see an expanded version or more from you in general!


Well, I'm off to finally beat the boss on the updated version! Great work!

Thanks for playing! It's been a minute since I looked at the code but I'm pretty sure almost every state is dodge-cancellable, though attacks will only buffer into aim state, so you can line up an aimstate but you can't cancel into it (otherwise attacks would probably be too easy to infinite combo by using aim-cancelling). The attacks are too sticky, it's true, mainly because instead of proper analogue aiming I started with digital inputs and had to basically carry that through the whole project. I will probably do otherwise next time I revisit top-down action.  I do think the crystal guys are a bit overboard and might need a bit of fine adjustment for the damage frames. Cheers!

Hey, maybe you could make aim canceling a mechanic, say making it cost an extra mana chunk to use! That sounds like it would be a nice Platinum-style mechanic :)