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Thank you for the feedback!

I can understand trying to make the game feel more like a rock-paper-scissors style fighter of sorts, but I personally feel like the parry creates a more complex scenario, as upon a successful parry, each player is presented with the chance to either continue attacking or dash back and reset the situation. While I do see the appeal of having an option that beats parrying, it essentially exists as "idling". "Idling" beats parrying by letting you hit them after their parry animation has finished (since there's a cooldown on them performing any other non-movement action), sword strikes beat "Idling" and parrying beats sword strikes. I feel like having a true counter to parry would make it under-perform overall, since it would essentially be the only option to lose to two types of "actions", and the current effect created from being parried leads to a more interesting scenario that continues the game other than just ending it.

Thanks for finding those bugs! While there's not much we can do about it now, I'll try to be more intensive with testing for the future.