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gorgeously grim aesthetic! I especially like the planet-thing in the sky. the damage numbers detract a bit from the mood — it’s good information, but the way it’s presented feels like a compromise. the tiny UI at the bottom of the screen is pretty hard to read (seems like it doesn’t scale with fullscreen resolution).

the rest of my comment ended up being rather long, so I just wanted to preface it with this: I like the game, that’s why I took the time to ramble this much. sorry about the wall of text!

while it’s somewhat fun to spam attacks and see skeletons crumble, the controls are extremely janky. some attacks have insanely long startup times, which makes it feel unresponsive. the frame data is all over the place, making it really hard to tell when one attack stops and the next one starts. some inputs are ignored during recovery animations, after the combo input window. it doesn’t seem like there’s any input buffering, so trying to properly time the combos is not feasible. the inputs are just not very lenient, so spamming seems like the only option. I get that the game is made for button-mashing, but that sounds more like an excuse than a design decision.

the combat feels very shallow, there’s not much to do outside of mashing buttons and hoping your health regenerates fast enough to survive random hits from enemies. there are no real defensive options outside of running away while waiting for health to regenerate. movement is unruly and unpredictable, making it impossible to properly space attacks.

the upgrades are neat, but the upgrade menu is kinda “hidden”. I kept forgetting to spend my points between waves of enemies. also, it would have been nice to see specific numbers for each upgrade, to facilitate decision-making.

having separate stamina for each limb is a great touch, it encourages mixing up attacks. however, I think it’s silly to have separate upgrades for each specific attack, as it encourages using the same combo repeatedly (e.g. sword 1 -> kick 2 -> shield 3). in my opinion, it would be better to just have one damage upgrade for each limb (so 3 damage upgrades instead of 14-15).

the sprint-toggle affects leg stamina regen while not moving. also, it’s kinda weird to have it on E. I think shift is more intuitive for sprinting, and it would be nice with an option to hold instead of toggle.

the unskippable intro exposition hurts the game’s replayability a bit.

to conclude: the mood, setting and visual aesthetic are really interesting, but the gameplay is lacking depth and polish. I think you could learn a lot from researching the details of fighting game mechanics, it would even make you a better button-masher!

(+1)

Great feedbacks. i was experimenting with slower recovery time so that it will look more movie like, that's why i went with spamming cause i guess it would be the easiest to make it work. i failed miserably. It takes too much away from gameplay like you said. Will take your advice and surf some games to find a compromise that works both ways. Thanks for playing and thanks for the compliments.