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During my brainstorm phase, I also had an idea around preparing gladiators for the arena! Really nice work, especially for only a week. After a couple rounds I started to pick up on the pacing and flow of the combat although it wasn't immediately intuitive to me. Timing your attack to interrupt the enemy just before they swing is a huge part of the combat. Some additional weapons and enemy types (or maybe I didn't get far enough to unlock them?) would really help give this game some depth. Maybe a spear weapon to you poke enemies and keep your spacing? Maybe an enemy that tries to shoot you with a bow? Totally understand that this is all a tall order for only a week! Nice work, definitely have the base to something really fun here.

Thank you for playing! Really appreciate you taking the time to provide feedback.

I'd love to hear what you didn't find intuitive to begin with? Was it the controls, attack timing, something else?

Completely agree that it's currently lacking depth, and that it gets a bit repetitive. Different enemy types, additional weapons to purchase,  a more sophisticated enemy AI, and a more refined combat loop (managing stamina, encouraging shield use, etc.) are all things I wish I had time to add! They're definitely planned for future updates.

Thank you again for the feedback!

It was the attack timing. I think just some further noodling with speed, stagger, etc. would help it feel a bit more responsive. The wind up is really long to the point where I'd expect the weapon to do massive damage and have a lot of hit feedback. No Rest With The Wicked does a good job with having long wind ups but making sure each attack hits SUPER hard and feels really impactful. So there's no problem with long wind ups, but it might need some more "juice" and noodling of the numbers to really give it that oomph. This is also one man's opinion. I could be in the minority here! Hope this makes sense. Again, terrific job.