You can interact with the menu with WASD and Space/Enter!
It's interesting because a lot of people seemed to have trouble with this - I will add a note to the main menu saying this is how you interact with it :)
Andrzej Gieralt
Creator of
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Hello Everyone!
Check out the latest public development build of my stealth immersive sim game, Heir Obscure!
Heir Obscure is a stealth immersive sim inspired by beloved classics. Stay in the shadows, listen carefully for enemy positions, unlock magical abilities, and take back what’s rightfully yours. Unravel the deceptions of those who took everything from you, and restore an old kingdom to its glory.
https://andrzej-gieralt.itch.io/heir-obscure-alpha-demo
We made it a primary goal to make the gameplay feedback in-game (in terms of hit impact, etc) unfortunately, that fell flat with the block animation bug (it fails to play randomly). Also I actually don't remember if we intentionally made the 3 death limit (I feel like we did but it was getting late in the jam, and late into the night haha :P) But you're absolutely right, it's the ideal for sure! Like some sort of flashy popup to really be like "Hey! You got a new ability! Memory gained!" (So we tried to at least do it with dialogue and let the player piece together what was going on). Glad you overall enjoyed it, your criticisms are absolutely right.
Thank you! Yup lots of things could be improved haha, well the player is just Knight Resfin recoloured so, the animations exist we just ran into trouble implementing them. You have a small window to react to the enemy's telegraphs and there's a difference between his standard and rapid attack. With more time we would've polished it quite a bit more and solved some issues we ran into along the way, as they were plentiful haha. I'm really glad you enjoyed it overall and thank you for the compliments on voice acting!!
Thank you! Can you provide more details about the bugs you experienced after blocking? I have played while spamming controls often and found no such issues.
In terms of feedback, we are aware of a bug that caused the enemy to not display the block animation from time to time, is that what you mean? Other than that we tried to really go for feedback elements. I think the player is missing the blood effect but he still says "Ugh!" when he gets hit, and has a distinct voice from the enemy.
The 4 slash attack has a much longer charge-up than the normal attack, it's twice as long I believe. Probably should have been longer :S
I can't remember if restarting after 4 deaths was intentional or if it was an accidental bug, but I think the reason for it is because there still needed to be an actual fail state. Thanks for the feedback!
The game looks great and cohesive, sound is great, it's even fun except is severely hindered by the lengthy dialogue to explain the game. And really not sure it's too fun to just let the hero win because I think you technically don't have to do any attacks to counter him do you... but the combat mechanics are good as they are, even if you don't have the rock paper scissors element.
I actually really like this game! Super fun, super sneaky, 5 stars across the board save for simplicity which is 4 (I don't even understand that rating tbh. Maybe just brought it down because of possible convoluted reasons as to why we might be knocking out robbers but also killing hostages lol). Great crunch.
Although corpse platforms are probably the most common idea I saw on this jam, yours is the best. I don't know if this was intentional but you manage to retain elements of good game design where many have failed. You may respawn endlessly but you still have a resource - how much you overstuff your levels. So your level design was perfect. Also I love the way you have to be precise in your jumps. This game is great, I do wish though that if you're gonna be respawning a lot, that the respawning is instantaneous but only the restart level has the fade effect.
Such a tight and crunchy game although, I think it's unfortunately an example of a beautiful game that ends up lacking in execution a little. It is very possible to get stuck. I brought all the box with me into the second level, teleported back to the first without the box and with no way of going back to the second level. Also wasn't clear that you actually touch the electricity to activate power. The crunch really makes this game though and there's a lot to be proud of here.
This is great! Not much negative to say other than maybe you should still have some sort of per zone resource of life and... idk just killing yourself seems odd, maybe a story reason for why you have x lives. I had a weird bug with the chameleon that when he snagged my and I pressed K at the same time it froze.
Ah, I see, sorry for missing that!
I really think you should continue this project, make quite a lot more levels and maybe bump of the visuals, and it could be a really good small steam release. I think if it's your first puzzle game, you've done a lot and are on the right track. Better than what I could've done lol!
Cool! We made a very similar game as you haha. I wish there were more crunch elements, sounds, particles etc, but yeah very nice submission. You might want to take a look at Veromir Post Mortem as it is also a fighting game - we failed where you succeeded but also succeeded where you failed, as we have poor conveyance of when the enemy is blocking, but we have pretty good crunch. I'd love to know what you think. Yours seems quite a bit more polished and cohesive.
Very cool! I love flying games, but yeah I wish the camera was a bit higher up on the bat with some more dynamic angles, and that keyboard control was smoother. In the second level the conveyance with lighting was unclear, I assumed the difference color lighting meant I had to go that way but I think it was a dead end.
Very interesting idea! Quite unique for the jam. The one this is I found it frustrating to navigate my own messy mine haha but maybe that's my fault? Also I don't know if it's a good idea to have the player lose all money upon death because they've probably dug deep by then but then and won't have access to ladders. Perhaps I am missing something but how is the theme tied in exactly?