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A jam submission

Godfist DemoView game page

Submitted by Icehelm (@Icehelmet) — 2 days, 22 hours before the deadline
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Godfist Demo's itch.io page

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Comments

(1 edit) (+1)

I think the combat with the ability-rolling is really creative and made me improvise a lot, yeah there were some awkward moments where I had triple shield but all things considered it's really cool.  I'm excited to see what the other classes bring to the table!  I play a lot of tabletop games so the idea of a deck-builder behind the combat abilities is genius!  I'd love to eventually be able to add, replace, and remove abilities.  The UI & music are good too!  While I do think the bones are solid I do have some nitpicks.

  • I like the camera roll, but I'd like to be able to adjust the amount of the roll in the settings.
  • QER is strange & I'd like to be able to change the keybinds mid-game.
  • without any holes in the middle of the levels they feel too big since I'd often have to wait for the enemy to stroll over to the edge so I could boot them off
  • felt weird that dash into punch didn't knock back the enemies any more then regular punch.
  • the tress, grass, & bushes feel like a different style than the rest of the art, BUT I DO LIKE THE AESTHETIC
  • ability animations seem slow

If all of the classes's Special is a movement related thing having it tied to RMB feels unusual.  If not I don't know what--maybe class specific keybinds?  RMB being the hoplite's dash felt weird to me.

Also, I encountered a weird pause menu bug:  I tried to exit out of the settings by pressing escape, instead of pressing the Back button.  The pause menu closed but the setting menu did not.  I later recreated it then successfully closed it by re-pausing & re-opening the settings menu, then clicking the back button twice.  Here's a video of my playthrough (might need time to fully process), I hope it helps!

Submitted

Few things

  • The camera has some nice feel to convey movement and landing but the hands don't which makes it feel quite stiff
  • The tilt while punching is a bit too much by default
  • The dash feels very stiff, it locks your movement and the default binding on the right click is really unintuitive, in my opinion it should push you towards a direction rather than moving you to a location, in the end, I didn't use it much so I don't know if the game even needs it since you move really fast by default
  • Died in a puddle of water at the start, lol
  • Not being able to punish enemies on the ground is lame af, making the player wait is rarely a good idea
  • Not sure what I'm collecting, I know I have what I think it's an experience meter and a gold amount, but I wanna know with a little pop up or something how much did I gain at once or over the last short period of time like in a soulsborne game

What I have the most problem is with the skill system. Might be a personal thing but being able to kick with a transient binding just doesn't work for me, as a player you expect a button to do a thing consistently. Like, maybe you could rework it so the system is passive somehow, imagine that by default you can kick, shield bash and throw javelins at will but for example kick and bash are dependent on an stamina system and javelins are dependent on an ammo system, and while in gameplay random pickups appear that give you free stamina for a while, or ammo, or speed, or power.

This roulette system is just bad in my opinion, I can't recall exactly but I kind of remember a previous build the game paused to tell you that by the will of the gods or something you were granted a skill, and that's good, you should lean the gameplay and setting into being about greek mythology but really the "will of the gods" has to be represented somehow else, and a more active system that drops what the roulette would give you in the level would be far more fun to play.

I think a game with this structure that is kind of like Hades where you gain favors from different gods can be really good. And the different gods could drop different pickups or give you different base skills/weapons, but please, don't change my base skills each time I use them, I really hate it.

(1 edit)

The game looks very polished but I'm experiencing some jankiness from the UI. I went into the settings but when I hit the escape button the settings stayed up on screen but the game unpaused and I could move around again. Also the tutorial skulls show the default text before filling in with the proper tutorial text after about a second when I played.

Additionally the default controls of QER for the 3 abilities seems a little awkward, I didn't see an option for key rebinding but I feel like it would be a great addition if it's not already in and I just missed it.

Also I really liked the music.

Developer

you can rebind the controls in the start menu

Developer (2 edits)

Updated the demo with some QoL changes and fixes

  • Settings are now available in game
  • There are now video tutorials showing how  breakables and combat works
  • Fixed issue where parry could soft lock downed enemies
  • Fixed the keyboard movement issues
  • Enemies no longer get stuck in the falling hazards
  • Fixed spelling and typos
Submitted (1 edit) (+1)

Liked the intro, if a bit longer than I expected. I was confused by no longer being able to pick up crates to throw, guess that's intended but I really liked doing that before. Good job not displaying any items from the merchant at the beginning, makes it obvious you can't go back there.  The merchant now selling upgrades to already held abilities makes him more interesting than before. Still not a fan of the roulette, would rather have cooldowns even if it means less abilities that can be held at once. I noticed the breakaway platforms, but I honestly kept forgetting to use them when in the moment. 

Good demo, looking forward to the next.

I feel a really big potential. It has some good foundations thanks to dark messiah and smash mechanics, but currently falls short.

The rolling mechanic is probably detrimental, at least in the early game, but I would like to see it with shorter cooldowns and way longer rolling time to incentivize combos. Right now it feels like it offers dumbed down mechanics with inferior controls.

Instead of enemies lying on the floor they could have a stagger animation, because it's easy too miss them while they are down and get stuck on them during combat. The enemies lying down also drags out the combat, so player's punch should at least cancel it out. Not being able to hit a lying enemy also discouraged me from trying to kick them.

Healing skull should have some feedback that I can't do it during combat. When I first noticed it I figured out it was something for healing but I punched it a lot for nothing at first.

I found a bug. I managed to bully a ranged enemy so hard he became invulnerable. I did some combination of basic moves and tornado while he was stuck in a corner (wall next to stairs and a vase, probably).

And why would I take minor poise damage over major poise damage when I have both those option during level up?

Submitted(+1)

Art style looks very cool.

Something is wonky with the resolution and the fullscreen vs windowed. It won't let me set it windowed in my monitor's native resolution. I had to go down by one resolution.

In the intro, since it's just text, I'd prefer to be able to click through it rather than sit and wait.

Not sure about the "roll" ability mechanic. Doesn't that just incentivice me to sit and roll until I have the set I like? And isn't the best strategy to just lure them to the edge, walk around them, and use an ability that pushes them?

I think you've got a good idea here, first person super smash bros is fun.

Developer

You can't really sit and wait since they will attack you. Here's where gaining abilities comes in. You can add more of the same abilites to get a better chance of hitting them.

yes the best strategy is to lure them to the edge, but when you have 10 different enemies chasing you that will be come a risk, especially late game where you have more dangerous enemies.

(+1)

Never played it before but had to reset the inputs in the beginning. Good thing it was mentioned in the controls. Punches feel good, though not sure about the need to kick them off the ledge, as it seems to trivialize the otherwise nice punching. Though it is a great feeling when you do manage to get them off by a well-placed javelin or a kick. Also great to pick up all that loot.

Developer (3 edits)

Don't forget to reset inputs if you played this the last demo day!

(+1)

Hey, excited to try this again. Here are a few thoughts in an ongoing basis.

  • Love the new title screen, looking up at the tower. This helps a lot give people a frame of reference for the gameplay.
  • I like the intro, but I think it would be good to condense it a bit. Also, being able to click to skip individual text blocks would be nice. Because I want to read them all, but once I've read one, I don't want to wait around for the next to appear. I myself need to make the entire cutscene skippable, as you mention.
  • There is a typo in the intro "a pious a man". Extra A
  • I really, really, really wish I could access the mouse sensitivity settings from in the game. They were too sensitive for me, but I had to exit out to the main menu to change them. Also, it feels as though the mouse sensitivty and other "control" options should be in the control menu. 
  • Dash feels good, the kick feels way way better. The kick is pretty damn fun now, luring a guy around the corner and kicking him off when hes down feels good.

At this point, I think the biggest lever you have that you haven't touched, is the size of the level. Personally, I think the first level is much too big. If it was smaller, people would immediately naturally discover that they want to be knocking enemies out of the level. Which is not given information, I think people will (at least I did) naturally assume that you are trying to kill them by punching their health down.

Very nice work, it's an awesome game.

Submitted(+1)

The default controls are broken. resetting them seemed to fix it. compared to last demo I miss the fact you used to be able to beat up enemies while they were on the ground. Difficulty has increased a bit, but all in all it's still a fun game.

Submitted

nice but it would make sense design wise to have some core abilities other than dash to use freely, and more impactful ones be affected by the random dice. Like ahving kick parry as universal ones just like dodge and the rest can random depending on class

Uh oh, I think there is a control bug. W and S both move me backwards. A and D both move me to the right. The controller doesn't seem to work. I really want to try it when that's fixed.

Submitted

I forgot to mention that in my comment. I had the same bug; W and S moved me backwards. Resetting the controls to default seemed to fix it.

Submitted (2 edits) (+1)

I think you have a good thing going here! Had fun playing it but got soft locked and couldn't proceed as far as I can tell, music was playing as if there were enemies left. I'll post a vid of it at the end in case I was just being stupid and missed something obvious.

  • When punching a tutorial skull you can briefly see it say "Text block" etc before the actual tutorial text loads in properly.
  • One of the skulls says that RMB is used to pickup things but in the options it says "Special" and ingame it seems to be a movement skill.
  • Can't change options ingame  - have to quit out to the main menu
  • No strafe animation for the enemies looks odd
  • The leaping guys with spears seemed a bit unfair with their homing onto you and changing direction mid air. But that might just be me being bad.
  • Maybe just a play style thing but the regular punch felt pretty useless to me (at least it should have slightly longer range imo). I pretty much only used abilities because they have so short cooldown and are more effective, running in close and punching was very dangerous.
  • Getting new skills like the fireball and stuff mid game is fun.

Polish it more and it'll be great I think.


Vid: https://files.catbox.moe/2mja9k.webm