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man I *really* wanted to give this game full marks, because it's genuinely a fun experience. The thing that's holding me back isn't that it's difficult (I'm a huge fromsoft/roguelite fan so I really vibe with mechanically complex, HARD games) but rather the fact that the difficulty came primarily from the fact that it's extremely inconsistent. I feel like it was impossible to fully predict my slash patterns. Sometimes it would be an aggressive, full swing, and other times it would be slow and only cover a small arc. It felt like slow movements with my mouse were more effective than fast ones which is counterintuitive, and increasing the sensitivity helped, but didn't completely alleviate the issue. On top of that, even on successful hits there were times where it didn't do the damage I expected. Successfully blocking also never guaranteed that I would be safe from damage. Overall, combat felt sort of like I was rolling the dice sometimes, and that feeling of randomness marred what was otherwise an incredibly addictive combat loop. I loved having to really pay attention to which direction I needed to attack from; I loved how much positioning mattered; I loved chaining together multiple kills. I think if you made combat more consistent, maybe added some different healing mechanics, and made some new settings/enemies, this could be a very good game

Thank you so much for such a detailed review! Yes, inconsistency in games of this kind is a big problem. If I decide to develop the game, I will definitely fix a number of problems that are related to it. The block problem is indeed a bug that I haven't had time to fix. Thanks for the useful information!