Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

I'm going to admit that I have no idea what you mean by "reaction times being janky." Telegraphs and guard timing are all consistent and working as intended, and that aspect of the game in particular is balanced exactly the way I want it to be after feedback from playtesters.

If it's just that the attacks are too fast for some players to react to, then yeah, I'm sorry about that... I always like to try to accommodate for players of differing skill levels when I'm making games that are meant to be harder, but I ran out of time to include the kind of difficulty options I usually do... Thanks for giving it an honest shot anyway, though!

As for the final boss and ending, there's just one ending that plays the first time you lose, and a different ending if you win

(+1)

It's not about the attacks being too fast or too strong. What I meant is that the game sometimes stuttered with the boss's attacks and that threw off the guard timing for me. I have no idea what causes it, or if it's on my end. I hope I didn't offend you. I just wasn't sure since it was both for guarding and for using power attacks that the game seemed to slow down a second and throw me off. As for the endings, that's actually good to know. I'll see if I can get the ending for defeating him.

(4 edits)

Oh, that! Well, he intentionally fakes you out with the countdown before his fist slam attack, but it's not random, he picks one type of fakeout and sticks with it until he's taken enough damage to move on to the next. Sorry, I didn't realize that could come off as unintended behavior.

As for the slowdown on attacks, all of your attacks are slower if you try to use them during the enemy's turn, and the special moves are just the ones that are most affected by that. One thing that I do think I should've done is make those attacks stronger the more slowed down they are, but I didn't consider that until too late

(+1)

Ooooh, that makes sense, then. :) Thanks for letting me know. Not about the fake-out, but about the attacks slowing down on the enemy turn. That makes a lot of sense to do. I'm definitely intrigued on how you got this to work like that in RPG Maker.

I made it in GameMaker Studio actually; coding almost everything from scratch was a big part of the reason I ended up being so pressed for time to finish it in the end