I really do dig the overall style of the game - the graphics, the weird song, the menu - it's good. And combat visually seems fine, it's messy, but it kinda works when you're watching it - which is good, and seems much better than the first gifs/webms posted in the thread when the characters were 2D.
But unfortunately the gameplay doesn't connect with the visuals. It feels kinda imprecise. Like - hits missing when they seem like they should've landed and hits landing when they should've missed. The idea for "you have to commit to a move" is interesting, kinda reminds me of YOMIH. Problem is - you're still binding the gameplay to real time while making the player sit out and wait the end of the move. And at this point even though it looks fine from a distance - to the player the game starts to feel sluggish.
I honestly don't know what to suggest. It's an experiment and I can dig that, but it didn't really work for me, sorry.
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