This game is incredible . I can't really describe how great it felt to play this game . Aside from the usual movement nitpicks (aerial combat and dash/backdash feeling stiff) , this game is very responsive , in a way that makes you want to explore every nook and cranny that the camera can't reach . What compliments this is the artstyle using multiple backgrounds and particle effects that mesmerize the player , and make them feel even more immersed ! The music is mediocre , but doesn't take away from the game's feel . Also i feel that cause of the limited time , the story wasn't able to be drawn out to it's full potential , and it seems a little bit convoluted if you are not paying attention . Overall , this game is a true gem , and i want to see how it gets to become in the future . Good luck with the competition !
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Thank you for your feedback and I'm glad you enjoyed your time playing. I've already made changes to the aerial combat and combat in general (animations, timings, general feel etc) to make it feel less stiff and more satisfying. If I may, what did you feel was off about the dash/backdash?
As for the story, yes, I wanted to showcase the gameplay and overall structure of the game in this version more than the story if I'm honest. And yes, at the minute it's not explained in as great detail as it could be but I also want the game to be quite mysterious in that you'd learn a lot more from the world/NPC's through play and exploration than you would directly being told. Unfortunately, as you pointed out, the limited time definitely is a factor here as I wasn't able to fill in the blanks with the lore and world building at all really, with only a few interactions that helped with us.
Thanks a lot for taking time of your day and reading my comment. As I've mentioned, I said that the dash/back dash feel stiff. That is using it with the rest of the fighting kit, and since the combat I experienced in your game had a lock mechanic (locking mob into a certain frame unable to do anything), it was always a better course of action to just run out of there. Given, the animations are really well made, but at the current state, I didn't find them that useful. I hope this clarifies a lot! I would also like to add that using two buttons for one action also felt really weird to me, and I think allocating each trigger to one action could be more natural to the game. By the way, I'm talking by experience mostly, so take everything I say with a grain of salt. Good luck!
Hi, thanks for your clarification, although, I'm still a little unsure on this bit
'combat I experienced in your game had a lock mechanic (locking mob into a certain frame unable to do anything), it was always a better course of action to just run out of there.'
I'm not sure I understand this bit in particular as the Dash overrides your sword swings, so you can dash mid attack. It's actually a core feature of the combat as your 3 hit combo holds it's position if you dash and then continue with you sword. Would you be able to clarify a little bit more for me on this point? If not don't worry I don't want to take up your time having to answer my questions.
It's a fair point about the backdash tho, I'll revisit this and see if I can streamline the input somewhat.
The only problem i had with the dash feature is the end lag that happens after it is released (like 3-4 frames ) , other than that i found it to be useful for offensive combat . But since the enemies also have ranged attacks (the metal halos they can toss) it is easy to get damaged in between dashes , notably not frequently , but it is out of the player's control . Other than that , it was a great feature that improved the combats fluidity ! Hope this clarifies further ! It's just that this game reminds me off dead cells so much , and that game had almost 0 frame lag , making it a masterpiece in combat , and i hope your game can achieve that flow as well ! (sorry if i am too harsh on it btw , i just nitpick on the small things haha) .