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(3 edits) (+1)

From my experience, one key actions games ususally focues more on "how good does it feel to press this key", and this game definitly excels at this perspective. The shake, the blood, the sparks... together they were so harmoic and sitmulating that they kept me playing till the end. 

I do, however, want to briefly talk about the hit responses and design language though. As crisp and impactful as it sounds and looks, I would personally suggest a diffent sound and FX to go off when I'm blocking/side-stepping the soldier's attacks. This is because I've never noticed that I had to be blocking them, instead of simply stabbing them at the right time for a parry, which I never noticed to be wrong until compeleting the game and scrolling down. On the contrary, I noticed how the tank holds its shield with hinge in first sight, so I knew what to do with them the moment I saw them, this is a much more successful use of design language to me.

PS: I noticed z-fighting issue with the tank but there's a simple fix to that, which is to simply decrease z-position of the shield by a bit.

But yeah, over all, this is a great experience that distracted me from finishing my reviews before deadline for like half an hour, so I gotta give it a thumbs up. I do regret procrastinating, but I don't regret completing this game.