Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

I played the game on linux with default wine and I didn't have any issues, except that my screen automatically went dim every 5 minutes as if I was AFK even though I was playing the game.

Someone said already this but it was annoying for me as well that I couldn't use the joystick for the menus.

When fighting the "tough enemy" he fell into the water and he was having a really hard time getting out of it. I murdered him as he was slowly trying to swim back. I felt pretty bad afterwards.

As for the combat mechanics, I don't know how much of it is placeholder, but here's some feedback anyway:

- The input buffering for attacks seems way too high. I don't think that double-pressing attack should result in a 2 hit combo. Especially with such slow swings the second press should be only registered if it's reasonably close to the end of the first swing. Maybe I'm just too much of a casual to understand this though.

- I don't like the running, I don't think it should be so much faster than walking. The whole dash->run->drop system as it is feels a bit clunky and I don't think it's much of an improvement over just spamming dodgerolls.

- The poison wizard guy needs some clearer windups, otherwise it's hard to guess what he's doing and it's annoying to have him shoot at you point blank when you try walking in.

It's pretty promising all things considered. I can see the combat being very fun with some more polish.

"I played the game on linux with default wine and I didn't have any issues, except that my screen automatically went dim every 5 minutes as if I was AFK even though I was playing the game." That's certainly weird. I've never tested the game with wine, so I was unaware of any problems that may occur. Thanks for testing it on wine.

"Someone said already this but it was annoying for me as well that I couldn't use the joystick for the menus." Yup. I'l be doing my best to fix this by next demo day.

"When fighting the "tough enemy" he fell into the water and he was having a really hard time getting out of it. I murdered him as he was slowly trying to swim back. I felt pretty bad afterwards." Oh, yeah I definitely need to modify enemy AI to try to escape water, as well as not go into it by accident.

"- The input buffering for attacks seems way too high. I don't think that double-pressing attack should result in a 2 hit combo. Especially with such slow swings the second press should be only registered if it's reasonably close to the end of the first swing. Maybe I'm just too much of a casual to understand this though." Oh no, you're 100% correct about this. That along with shield raising issues is my top priority when I get back to work.

"- I don't like the running, I don't think it should be so much faster than walking. The whole dash->run->drop system as it is feels a bit clunky and I don't think it's much of an improvement over just spamming dodgerolls." For me at least, making running any slower felt bad, and the plan is to make it so leveling up certain stats improves both the dodge and the run speed. Part of the reason for the auto run after dodge right now is simply that dodging doesn't give i-frames, where as jumping on the ground does. It's one of those things I felt was necessary to better balance the use of a shield. Like most things though, this is of course open to change if it doesn't work for most people.

"- The poison wizard guy needs some clearer windups, otherwise it's hard to guess what he's doing and it's annoying to have him shoot at you point blank when you try walking in." Yup, I agree. For now he's just a testy enemy, so I don't know how long he's going to survive as a fightable enemy.

Anyhow, thanks for playing and giving such detailed feedback.