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(+1)

The pie and the goblins were super cute. I didn't understand the fatigue/rhythm mechanic. Sometimes clicking would trigger an attack and sometimes it wouldn't. I assume it had something to do with the display with the green bars in the upper left but it wasn't clear to me what the mechanism was.

(+1)

Yes, that mechanic wasn't ever explained, and didn't really get tested well before the jam ended, so I am sorry about that. To explain it retroactively though, the top 5 green bars by your health represent your attack charges. Every attack uses one charge, and takes a certain amount of time to recharge per attack. A slash is 1.5 seconds, a shield bash I think is 3, an arrow is 10, etc. A failed parry will lose you all your attack charges for 2 seconds (Which I suppose could be used to exploit longer charges, recharging an arrow attack faster). A successful parry will recharge all of your attack charges. So a personal strategy of mine was to rapidly use the secondary sword attack 4 times, then switch to shield and parry once to recharge, then repeat.

Based on what other players have said, this mechanic was particularly unintuitive for the bow. It felt like the bow was just not working, when in fact they often used all of their attack charges, not knowing that they even existed. It should have been explained, it should have been balanced better, and there should have been more visual/audio cues to communicate the mechanic to the player.

Anyways, thank you so much for playing our game, and thank you for the feedback! While I am not working on this game anymore, I am applying feedback from this game to other projects!