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I enjoyed playing through the demo, enough so I ran through it a couple of times (last attempt was to finish as fast as possible).

Here's a list of some things I noticed (in no order):

- I really like the camera and cameras can be hard to nail down imo, well done.
- Grabbable ledges are not obvious

- I love the directional attacks and the move variety allowed

- Exploration was encouraged and fun (hidden chests).

- Walls you can Wall Jump/Wall Slide from don't look different from other walls.

- (In the Air) Light --> Light --> (Up + Heavy) makes you go upwards and you can keep repeating the input to 'fly' or go as high as you want.

- Enemies were really tanky with no visible hp. It felt like I had to hit an enemy 20 times before they finally died

- Wall Jumping and holding back into the wall is a net gain  in height so you can always

- The rolling feels very responsive, I love to spam roll to get around

- The difficulty jump from regular enemies to the boss was huge. I didn't die until the boss fight, in which I died maybe 5+ times to figure out how to beat him. Rolling away from the boss's attacks got me hit very often. I found it better to just dodge behind him.

- I'm unsure if rolling makes me invincible (sometimes I would get hit, other times I wouldn't)

- Down slam landing hitbox super tall

- Button Mashing on normal enemies felt fun, enemies don't really 'get a turn' since they tend to get stun locked in whatever combo you're spamming (this is the beginning of the game so I also don't expect enemies to be difficult). Although the large sword guy had some super armor some time so I wasn't sure when that happened.

Thanks for all the feedback! I would love to see how fast you complete the demo!

- The points about the walls and ledges not being very distinct is caused by the placeholder tileset but i will totally have that in mind for the final art.

- I will check all the points you made on the combat but i wanna ask you specially for the heavy long sword enemy, the idea behind those "heavy" type of enemy is that they cant not be throw around and need more hits to be stagger ¿You think the problem could be that is not so easy to stagger? ¿And maybe making it more easy to stagger would help the problem?

(-1)

Slots are in order of attempts. First run through took 22 minutes, played around a lot with controls and experimented with everything.


Second run was first hard attempt and running straight through (died once to boss).


Third run was deathless and I skipped all chests and upgrades (gotta go fast).


To your point on staggering, it'd be nice to know if you're about to stagger the heavy enemy, I wasn't really counting my hits and kinda mashing through (Light --> Heavy --> Slight Delay --> Repeat). I don't think it's an issue though since the attack is pretty telegraphed so I could react and dodge when I saw him raise his sword.