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(1 edit) (+1)

A very solid submission. It has great aesthetics and well-implemented combat. Here are some suggestions:

  • What I was the most annoyed about were the hitboxes. Enemies' hitboxes are big, whereas it feels like my hitbox is too short. Usually, in games you make the player feel a bit better if he has an imperceptible advantage, for instance, if the enemies have bigger hitboxes than the player.
  • I haven't found any use for the dash at all; I still received damage
  • You should make killing enemies feel more rewarding, like some additional animation of them falling, or blood particles, or something.

A bit off-topic, but using juicy GIFs for the game's banner was a very smart move - that was what made me want to try it.

All in all, amazing job! I wanted to make some samurai game with similar combat for so long, and now I see a very good example! Get in my list of notable projects ;)

Enemies s hitboxes were designed slightly bigger than the player, the purpose is challenge player to parry first, close the gap and hit after. The dash is useful once you got the trick. You can kill all bosses with no damage using the dash. ( parry, hit and run) If you tried to hit twice or more, you definitely getting hit while dashing out.
Blood particles was in the OG game. I didnt add it cuz I m new to Godot and not knowing how to use the particle effect. I will try implementing it later.
Glad you like it. Love to see your samurai game in the future! :D

(+1)

I guess I am not that good in challenging games like Sekiro, haha.

By the way, is there any way I can contact you via Discord or e-mail?

Deleted 3 years ago

It is now updated with a  new boss in level 5!, Check it out