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overview in which i promise im not bad at soulslikes

A topic by sicave created Jul 02, 2025 Views: 162 Replies: 1
Viewing posts 1 to 2
(1 edit) (+1)

pinky promise 

This is a fairly well made game, I think the VFX and stylization in the game lift its presentation up while maintaining some performance, the game is fairly easy to pick up and has a rounded player move set which is fairly satisfying (except for the mist which is unwieldy to use and the drift kick which literally doesnt do damage), I think it's a very well made foundation and I like the game stylistically and in concept.

Things are easier noticed if missing than when there as expected.

Louise just has...like... an 8 times out of ten instakill attack that is cast under a second and a half of telegraph and applies in all close quarters scenarios WHICH cannot be blocked AND must be dodged EXCEPT if you're knocked down (AND kinda looks like she's just kissing her to death which is objectively weird) ALSO has a lot of invincibility frames in her attacks AND a good amount health BUT also has quite strong block break abilities AND is quite aggressive SO.

Vixen has, with all respects to the level design, literally no visual space to see her in and no physical space to avoid her attacks, i might sense a problem with a level designed with a lot of repeating patterns in its wall design which do not get hidden to allow for visibility.
She is also incredibly aggressive to a stun-combo degree, Soulslikes can and should punish mistakes, but the stun-locks are only tightly counterable while also pushing the player back, into corners.

I'm not really arguing the game should be made easier, but that the gameplay comes off as an unfun frustrating and somewhat unwieldy luck game, it has balance issues with its bosses, Easy mode does make this much more likeable just by having the gameplay loop much more tight and back-and-forthy.

Not like I'm gonna stop playing it.
inb4 a 'git gud'

Developer(+2)

Thanks for playing!

For the mist and slide kick, these are actually less about the damage and more about the utility, since they function as additional dodges with slightly different applications. Also, the mist follow-up attack has one of the highest damage values among the player's moves, so it's actually useful to dump MP into that if you can afford it. 

Louise's grab attack will do about ~50 or ~80% of your health, depending on whether she's transformed or not, but she'll always get rid of her weapons when doing it, so you can use that to get a bit more time to react. Alternatively, you can also just jump over her, which might be a bit easier to do. Honestly, this might just be balancing for myself, but because the player is just so mobile,  it's hard to make this feel threatening if it isn't at least this punishing. There aren't any iframes on the bosses as far as I remember, but there are some shield attacks that do have guard frames if that's what you're talking about.

For Nia, I leaned towards a more subtle fading effect for the walls, but I guess it's still not strong enough for visibility.  As mentioned above, Kiriko is really, really mobile, and you shouldn't be getting cornered if you're taking the time to reposition or occasionally using the dodge or jump to move around. The aggression is pretty much her entire concept, but it's arguably easier than Louise sometimes if you can match that aggression. As for stunlocking, you can dodge and block out of it, and you can probably also use Mist Form to reposition if you're cornered. 

git gud