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(+1)

So while experimenting with parries and fighting with the weapon sheathed... I realised a well timed attack as you're parrying will perform its own unique follow-up which has the same diagonal cut kill animation as the (missing on the downloadable version) second combo attack.

So all the combo attacks have a second way to get the same kill animation.

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...and I found the directional parry counter that lets you slice an enemy's back instead of their chest O_o

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Oh yea, the back attacks will cut through if the enemy has 1 defend points instead of just 0

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Oh that might be a bug, I thought I took that out. 

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Just in case, I checked and it works in the browser too, not just the downloadable version.

Right after you're parrying an attack you press attack and do the second swing upwards right?

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It's a downward slash, not upwards. But yeah, it's triggered by hitting the attack button right after the parry.

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oh that's normal. It's a counter attack. If the enemy has 0 defend points and you parry their attack it'll trigger a counter parry which you can then follow up with a downwards slash.  

What about the downward slash which chains off a parry when they don't have 0 defend?


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After further experimentation on this... it's only possible on the final hit of the 3-hit combo, that thrust is the only one you can counter.

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It's currently supposed to be like that so you don't just interrupt the enemy's combo on the first hit immediately. Might change it later on to be more consistent though. 

That makes sense. If you can only counterattack off the final hit in an enemy's combo, that's already consistent. It's just consistent in a way players will learn over time. A lot of games have mechanics like this, or ones where you can counter some enemies anytime, but others only off certain attacks.