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(1 edit)

Thanks for the feedback. The balance we tried to strike with the slowdown was between the enemies ability to hit you versus your ability to hit enemies. In testing, maintaining the standard speed made the player practically immortal and there was zero actual risk until we allowed for a slowdown which has the player look for timing and reach instead of swinging wildly to win. They take 3 strikes to kill with the sword(six with jump attack) and personally I had very little issue landing hits in testing then near final upload something got into the mix that made it feel more difficult. The tripping duration is a little long but it can also be useful at times with turning. In the end, we're both still learning a lot about being able to land each aspect we want to include into the game within the deadline as it is my(designer) first accepted submission and my sister(programmer) is nearly as new to Game Jams.