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I loved the introduction, it gave me a really good incentive to go and fight. i haven't been able to go until the end of the game, i lost twice against the moth and i really don't want to do all the other fights again. I think i have a problem with the controls, multiple times i lost blocked instead of comboing. To be honest i don't really understand why blocking makes you lost your combo, it just pushed me to ignore the blocking and just hit the opponent, which is why i can't win over the moth. Last thing even though i like the assets, i can't undersand when the opponent is going to attack or block and as the actions are instantaneous it feels like dumb luck. I'd love to hear your take on all of this.

Thanks for the feedback! Yeah i agree with the dying, if i had more time i would remove the insta-death and make it feel less punishing to lose. 

The opponent has three stages and idle, ready and action and so when it goes into the ready stage you know it will either block or punch. The movement between and idle and ready is somewhat random on purpose but still timeable. 

The idea of block removing combo is that it forces you to commit to either filling the combo or doing a safer block. But i can see why that is annoying. I think my idea was that you would be able to punish your opponent for a block so you can get maybe 2 punches off their block and then 2 more and combo before they perform another move. But yeah for harder opponents I can see why thats annoying bc you can just never combo.