On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit) (+1)

Boss3: I assume you are talking about the close range attack. I guess the reason is the participation frames is not noticeable. Gonna redraw the animation later.

Boss4: Actually boss 4 is  easier than boss 5 becuz there was plenty of delay state for player to attack.  I was hoping the player can get the basic of the new parry mechanic and thus better prepared for boss 5.

Boss5: I put hours in drawing the animation for this boss. I was getting better in the pixel art animation after drawing other4 bosses. I was thinking the triple axe attack can present a rhythm based sword fighting feel. Glad you like the opening when player perfectly parried a combo attack.

I am thinking about adding more bosses to the game (free update for those who already purchased the game ) and further polish the game. The goal is releasing the game on steam.

Thx for your review on the bosses :D

I think I know what you mean about Boss 3, with the close range jab that seems to required slightly quicker timing for counters.

I was found of Boss 5's reaction whenever you parried his special attack. On a side node, I'd like to mention that his ranged attack where he holds his sword up and summons projectiles has a change to glitch out where the projectiles spawn infinitely and he disappears from the level, requiring a level reset.

I'd be happy to see more bosses along with a Steam release.

I took another look at Boss 4, and the reason why I struggled so much is two-fold.

First, Boss 4 has a three-to-four hit combo where the last hit is unblockable, requiring an attack parry rather than a regular parry. But the thing is, there is very little room to figure out how many swings he is going to use, while Boss 5 will always use two axe swings before an unblockable attack.

In addition, Boss 5 has visual feedback when you successfully parry his third axe swing, while the feedback for parrying Boss 4's attack is present but far more subtle.

(+1)

Actually my thought is to add the randomness element to Boss 4 's combo attack. Its encourages player to not only recognize the pattern but also react to the move. However, I should have added a deflected animation to tell a clear opening and give greater visual feedback.
Appreciate your comment!

(+1)

Definitely going to fix the bug asap. A more telegraphing jab attack animation is needed too. You review really helps me polishing the game!!!