Outra dica. No momento do parry, diminuir o time do jogo para metade, durante um 1 segundo por exemplo. Adicionar tremido na câmera tambeém, além de shaders e partículas. Se o Parry é a mecânica principal do jogo, a cada vez que o jogador fizer ela, precisa ser MEMORÁVEL.
Victor Gustavo
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I download and play the game.
Achei a gameplay difícil, exclusivamente ser baseada em parry.
Acredito que é necessário adicionar um FEEDBACK visual mínimo no inimigo, indicando o tempo correto para fazer o parry ao jogador.
Curti mt a arte e o modelo do jogo.
Não sei por que não tentam fazer golpes ofensivos, ficaria bom nesse jogo.
Fist of wall: art 10, level desing art 10, animaitos 10.
But, has not the player shadows? VFX to land and perfom inputs is important as well.
I'm impressive with positive coments, but the game has some things that I think can be better.
THe fist level its hard to me. Fist, before the fist Boss, the jump section with spikes on the wall is so hard to pass... The player after take damage from spikes reset your position. Why? The player after that should to continue playing the game I think, like classics metrovanias (I don't like this system like Hollow Knight).
Other point is the "tutotial level/leve 0". The player has not dopamina moments, like battles or other event. I did take any skill and equipament (only one weapon) before fight against the boss... So, if the system there is in the game, I ought to test it in the fist battle, no?
Sucess for the game guys.
