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Jaete

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A member registered Dec 06, 2020 · View creator page →

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Hey! Thanks for passing by and sharing your feedback.

You know... These kind of problems shows why one would need game testers and I had none. I wasn't feeling the movement slippery at all. But that's because I was already used to the movement. I also didn't had any reference about the combat difficulty, the difficulty to use the commands, the reaction time needed and so on because I already know the combat patterns of the first two enemies (white and red masks) and was getting pretty used to react in time against the black masked dudes. You can't predict their attacks, they react to your stance and hit on the opposite side so you can only parry them after they initiate the attack animation.

That being said, I'm going to get some friends of mine as testers XD

Like I said to you on your post, I'm planning to keep polishing the game and expand this universe and story, so I'm looking forward to have your feedbacks again. Thank you again!

Hey, thanks for taking your time to share your opinion! 

I'm glad that you could have fun and the challenge was sort of well-paced, I've tried to make each battle "unique" so you can come back in one of those bonfires to heal... Now I'm realizing that I should inform to people on the game page that these bonfires aren't just for beauty... Oopsie.

Anyway, thanks again!

Thanks for taking your time to share your opinion!

Well, I kinda was having this issue (but it's totally because my inexperience) of sometimes the attack would hit like twice or thrice during the same animation and was dealing too much damage per hit on the enemies. My palliative solution was to increase the HP of the enemies. I was planning that you should have to hit the basics enemies (from 1st stage) with something like 5 hits and the stronger ones on the 2nd stage should take a bit longer but not much, actually they have less HP than the basic ones because they block you more efficiently.

That being said... Apparently, in the final build, this "bug" wasn't happening too often and then the fight became longer than it should.

About the block stance, maybe I should've made clearer that you actually can hold D and only then press the directional... Oopsie.  Anyway,  thanks again for playing and for sharing your toughts! 

Kinda. For the game jam I was planning to make only two relatively long stages (for a platformer stage, mine is more like a metroidvania) and have just a little story to explain why all the combat, which is the main aspect of the game. So I was pretty close to finish these 2 stages, something like an extra day or two would be enough. 

But since I've published it anyway, I'm going to expand the game a bit, make a couple more stages, refine the story and (the feature creep returning) add some more features to be more like a metroidvania like I intended from the beginning.

https://jaete.itch.io/ukiyo

PS: I've played your game and it's pretty nice! Loved the graphics and the color scheme. Also liked the platformer elements such as the falling spikes from the upper platforms. Didn't manage to pass the big guy in first stage, tho... lol I'll try again later. See ya!

I've also goofied this up, but I'm more on a feature creep kind of issue. Glad to know that I'm not the only one lol