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Jintor

2
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A member registered Apr 24, 2018

Recent community posts

This was really good. The use of the kick as a contextual environmental tomfoolery button, as well as the dash as being surprisingly versatile based on the environment, was an excellent change - felt like a more hilarious assassin's creed 2 or something. Though I did feel like with the freerunning I wanted some kind of divetackle button, especially with all the captains I was chasing.

Parry probably needs a more explicit visual marker or animation even when (or especially when) you do it with no incoming attack, so you can be better sure of the timing. It also seemed very easy to catch enemies into a kind of wake-up stunlock and deal massive damage when they were standing up.

Finally, enemy impacts didn't really feel like there was much oomph to them - the feeling when you did land a hit, or were hit, felt somewhat insubstantial.

I really enjoyed this little taster. Very Princess Bride/Errol Flynn.

Hey gave this a little shot, it's fun, lots of ideas here, really loving the bosses and enemies. Can't say the platforming is much fun though, more frustrating than not