I enjoyed this concept. After beating it once I tried to get through the tutorial as fast as possible by skipping signs. My best time is 9.16 seconds but I'm confident it could be faster
GuteFist
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This seems like a cute way to bang out the rules of magic for a more in depth wizard school role playing game following it, or as a recurring module for simulating class. Everyone could easily keep playing their characters and you might even get new student archetypes out of the deal. Jocks, know-it-alls, teacher's pet, it'd be great.
If you ever expand on this project something I'd consider is using boundaries for more than player safety. Restrictions breed creativity, and forcing people to contend with "words cannot be spoken while casting" or similar such boundaries would be great for the rules lawyer aspect.
I've never dabbled in solo tabletop before, but I've wanted a mecha-souls game for so long I was willing to give it a try. It's been surprisingly gripping. The theme works very well with the mechanics. Souls games are about pushing your luck, it's logical the core system facilitates exactly that. Looking forward to the physical release and any further exploration of this setting.
I streamed the game for friends, we all really enjoyed it!
The papercraft aesthetic is beautifully realized, allowing the horror and humor elements to shine. There's a lot of clever asset use. You're working largely with big, flat, uninteresting geometry, but slapping a cardboard texture on it brings the game to life. We spent a lot of time simply looking at the environment, smitten by little details.
It's mechanically very interesting as well. Movement is floaty, but feels like it could have a high skill ceiling. In addition to the double jump and kick, you can use the crouch slide mid jump to move pretty fast. Going fast is fun. Using slow-mo while going fast to perform needlessly complicated movement tech is fun.
We were also intrigued by the limited ammunition. It made weapons feel somewhere between survival horror and special ability. I'd like to see it explored more. It's a refreshing take on boomer shooter gameplay.
My critiques are echoed in other comments, and like everyone else I'm also very much looking forward to the full release.
Fun demo! You seem to know about the controller issues already so I'll skip that.
My main critique is the game is very easy. I don't think I died once and I beat the end boss practically by accident, two levels in the gun stat was enough to obliterate him with the pistol. The difficulty plays nicely with how easy the campfires are to overlook. I kept thinking they were decoration, and I wasn't punished for skipping them.
That being said, I can't wait to see more of this game. The core soulsborne themes and mechanics translate very nicely to a wild west setting. The world building is already solid, which is a great indicator. I want to call out deputy summoning hanged men as one of my favorite moments. The fight may have been easy, but that was cool as hell.
Keep up the good work!
