Hey; i don't know if you're still on itch.io, but i wanted to give some criticism. I'm a month or two new to the souls franchise, but i've logged a solid 200 hours between the 3 of them (3 playthroughs ds3, 2 ds1, 1 ds2). This game isn't really a souls-like; there's no telegraphing on attacks (take beast for example, sometimes he just.. explodes? its a gamble of holding L) or the upper boss, Sell? idk what his name was. he just slaps at random times (but i havent thrown many attempts at him; i dont know) and the 3rd one, the shadows. not being able to see a boss isnt a good design mechanic; its kind of annoying. I get it, you need to split them up, but unlike fights like Ornstein and Smough where there are pillars and the arena is unique to help, theres no such thing here. 3 hits is way too unforgiving, the 'high difficulty' isnt difficulty so much as random attacks and absurdly high hp for obnoxiously long fights. Assisted mode seems like a much better base experience, and its not that the high difficulty is for a niche audience, its for an audience that wants to not have fun. I get that this is your second game, so no hard feelings or anything; developing is tough, im learning to program myself. But frankly, for an only bosses game, the bosses arent that great. Your last post was over 3/4 a year ago, so i doubt you'll respond; but i wanted to say this anyway.
Hey dude! Thanks for the criticism. All the games I've made are pretty much just for the fun of making them. I make them collaboratively in a community of others who are also looking to learn and enjoy the experience of making games together. If I do decide to take game development seriously however, then I will likely give a lot more thought to the gameplay design and elements and your criticism will hopefully be useful, so thanks :-) I hope you're enjoying your own programming journey! Praneil