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(+1)

I loved the style and idea!
Very interesting take on the theme.

Constructive Criticism: 

The controls felt really clunky
To me it felt as though the opponents are too accurate when swinging and they practically could not miss when the player is in range, so cannot round around them etc. Tweaking the Enemy AI could make a huge difference. 
The pacing with two opponents on the second round felt too much (Or I suck ;P). 

Overall a good packaged project, good job!

Thank you for playing and providing feedback, I really appreciate it!

I definitely want to improve the Enemy AI, adjusting the general combat design, etc. Just didn't have the time during the jam.

Was there something in particular about the controls that felt clunky? (E.g. Key bindings, speed, etc.)

Regarding the enemy not missing the player - it's definitely quite tough! I probably need to lower the lunge range when they attack. Did using the shield help with these attacks?

Once again, I really appreciate that you took the time to play and post your feedback. Cheers!

(3 edits) (+1)

Sure! It's our passion after all.
Indeed the jam "jammed" us to some tight corners hehe

About the clunkiness, If I had to put my finger on it, then it's probably the change in speed between the walking animation compared to the attack animation. Then the attack range felt to me like the reach was longer than it looked. It could be simply the transitions between some fast animations to the slow ones.
I tried the shield but then the moment I put it down the enemy was already mid their second attack and I got smacked haha, that's also something to consider to give them a bit more cool-down between attacks.
But that could also be just a matter of preference