I wouldn't know how to make it better. But first of all the thing on the screen kept tricking me into thinking that it was a crosshair that I could use for throwing. I also think having a straighter line instead of a curve would be better. Perhaps one could charge up the throw to make that happen.
Besides that one could probably just add more visual juice.
Loafer
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Fun little demo. I love swinging the bat around fucking up the little robots. I'd love to see what an actual mission would look like. Nier Automata got some fun robot designs you could steal ideas from.
On the other hand I think throwing didn't feel good at all, but it is an early build and it will probably get worked on.
Also while the mouse works just fine, I'd also love to see a VR version of this.
I love Sekiro! I'm very surprised by the quality of the bosses. Keep working on it and you'll end up with a great product.
I did find that the bosses got some tracking issues. Some of their attacks are not great as you can just effortlessly move out of the way.
The players kick also seems very strong and was very noticeable even during the initial tutorial. I decided to play honest for most of the game but at the very end I started to spam kick more and it made the game trivial.
Nice game. It feels like a pretty original idea. I like that it simulates a desktop environment to the point where you can reposition applications.
Resource managment like this can be pretty fun and engaging. I can also see that you put some effort into the tutorial to make sure that nobody gets stuck early on.
Some cons:
I feel like the item icons are too small. You put effort into drawing them all instead of going with something more generic and it is a shame that they're barely visible unless I hover over them.
While it is cute that opening applications requires a double-click I don't think it is necessary to also have the player double click to open minimized tabs or double click the check mark to craft.
I don't think bold text with this font reads that easily.

A fantastic game that (for now) focuses on boss fights and it sure delivers! The two available bosses brims with quality both visually and mechanically. And this dev is not afraid of challenging the player, which is great!
I grinded the blacksmith for a while due to not knowing that there was a combo system available. This will surely be more clear in future builds!
Some minor things: I feel like you should make it visually more clear when the player was hit by an attack. Sometimes I wasn't really sure. The chip of yellow on the healthbar made it even more confusing as I kept thinking that that was health I just lost.
Had a lot of fun trying this demo out. Everything feels so nice and polished. Art and music is really nice. Puts you right in the zone. Moving the characters around also feels good. It is a lot of fun to move the characters as fast as you can trough a stage to get a good score. I also enjoyed the many dialogues between the characters. Ended up not going as fast as i could the first times because i wanted to see the chemistry between the characters.
Overall looking forward to see more in the future.




