Thank you! It honestly took a big chunk of time getting the parry to feel right, from the hitstop, the displacement, seven parry sound iterations, it had to FEEL good, super stoked that it worked out. Glad you enjoyed!
sdahc
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We really do love numbers going up (or down in this case). I'm a little concerned about scaling like that, because of the effect it would have on those that struggle and get to the higher levels of stats, if they pull off two parries for instance, even at the lower exponential level, it would have a HUGE impact when their base stats are that high already. It's an amazing idea, I'll definitely explore how the balance of such a mechanic would work, thanks for you feedback!
(I've added a bunch of statistics at the end anyway)
Thank you! Glad you enjoyed! That was actually exploited very heavily during development for testing purposed, but I couldn't really find a way to keep it balanced for the lesser capable. For instance we have player A, he's a GAMER, and we have player B who's really good at something other than games - Adding a restriction like that would exclusively punish player B who's by default having a worse time, where player A doesn't even know about it. I hope you see the reasoning, and thank you for your feedback!
Thank you! That's a huge compliment, to address your points, I see where you're coming from about the contact damage, it does suck, but it is quite necessary in games like these, otherwise it introduces too much cheese, and the way the boss movement is designed, he will never touch you on purpose, you need to walk into him. I do think I could've improved the logic to make him ebb and flow towards and away from you to make it less likely to walk straight into him. That was actually how it worked during development, but it made it feel very robotic, especially with high movement. I do agree with you on the attack response though, it's currently bugged where you can animation cancel your attacks into the next one, which is what I think you were experiencing, thanks for that, fix is on the way. And yes, definitely an oversight on the health thing. Thank you for your feedback, glad you enjoyed!
I appreciate the feedback, I'm busy adjusting the way one time gongs work, the visuals will be much clearer and there will be a reset mechanic. For example, you are traversing a platform and gain vision of a one hit gong, you will be required to go back to some certain point of the area, where you can then reset the gongs. I think my puzzle design in this prototype was just bad as well, and I've found much more interesting ways to structure the levels. I hope you try it at a further stage of development!
Really liked this one, aesthetics, very smooth game feel, good job team. Teeny note - In the blue/grey place, I noticed myself clipping on some invisible square-ish collider, I thought it was maybe a plank from the wild west world, but didnt see anything in the same location in either other worlds. Intended?
Hey everyone, I've just pushed my first game out here on itch, it's very short and sweet, made for the Tiny Game Jam 2025, with the theme "Don't trust your eyes". I'd love for any feedback or insights anyone has for how I can improve for the next one.
Eye's Lies is a short puzzle, walking simulator game in Godot with visuals heavily inspired by Superhot and Mirror's Edge, and the general feel inspired by The Witness. The concept is simple. Do not trust your eyes. Let your ears do the seeing, by hitting gongs and generating noise, you're able to see the truth.
https://sdahc.itch.io/eyes-lies


