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(+2)

I love it!

The aesthetic is super cool, and the gameplay is fun. You've leaned in deep into the hyper-stylized craziness, and it certainly paid off! This is awesome.

I like the combo/heal system. Really incentivises blocking, which is always fun. It does feel like dodging is not as important because of the system though.

The UI is a little confusing. The top bar is obviously the boss's health, so that's clear, but the left and right sides are weird. Because they're the same but mirrored, I thought the boss also had a combo bar - I didn't realize it was my health. I think putting both bars on one side would help cement that they are the player's, and I think changing the design on one would help make it clearer to the player.

I love the sound effect and style on landing the ultimate on the enemy. Wish every hit felt that exciting.


I really really dig it, this is a very solid fighter! I couldn't beat the boss though, he has a ridiculous amount of bars!

(+1)

Oh, that is interesting! I actually prefered dodging to blocking. You still get combo points if you near dodge (I think), so I would roll straight through his attack and try to get behind him and then immediately hit attack once I finished the roll. That would catch him off guard and I could just wam on him. But this is coming from someone who has played a lot of dark souls so I might be biased to rolling.