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Absolutely love the idea. I consider it sort of a combat take on a rage game, where it feels like it wants you to understand the general combo/frame-based way to deal damage without taking any similar to a fighting game.

It might be possible to beat the “hero” without taking damage, but it might depend on his attack pattern; there is a random timing chosen between the minimum and maximum time he will wait before attacking, and it might not be possible to avoid getting hit. Its certainly something I would have liked to improve if I had more time to polish the AI!