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(+1)

Hey, thanks for playing as much as you did.

I find some elements of the game way too punishing in a way that seems almost Souls inspired.

It's very Souls inspired. I can admit that.

My base character felt very weak against the Axe enemy who would often two-touch me while I had to juggle a slow stamina recovery and weapon speed. It got slightly more manageable when I ate the food that buffed those stats but it became the routine to always eat the attack speed food since I didn't engage with that many of the other effects.

It is a hard game. I don't know if guys as difficult as the axe guys will always be in such an early area. At one point it was used as a boss for the tutorial.

The status effects feel extremely oppressive with little counter play beyond just eating the anti-poison consumable or jumping in water with how long they last. I think it would be interesting to borrow from Monster Hunter and use stamina intensive movement to cure certain statuses in battle (e.g. dodge rolling to put out fires/dry off wetness, standing in place to staunch bleeding, etc.)

Stealing the way Monster Hunter handles bleed isn't a bad idea (though Moku doesn't have a crouch.) That being said, dodging DOES get rid of fire, and if you dodge while running you'll jump on the ground (also much like Monster Hunter when running away from a monster), which will reduce it a whole lot. This stuff isn't explained in the game yet, but I could imagine putting fire safety stuff in a pamphlet.

I think the enemies should die if they get knocked off cliffs since they just fall endlessly anyways.

Y'know, I keep thinking I fixed that bug, and it keeps coming back.

I liked using the grab attack the most.

Good. It's a fun move.