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(+2)

as a fan of boss combat, this game instantly was great. tons of unique attacks, a good dodge mechanic, what's not to love? the game definitely suffers from balancing issues, some attacks last too long on screen and others need to be clearly telegraphed. the game also suffers from lag problems (i don't have a super beefy computer but it's not a potato and it struggled quite a bit) and with such focused gameplay it was a run killer. i also wish there was a way to antifire (maybe holding down the mouse button) since spamming clicks was going to give me carpal tunnel. in spite of that, the dodging was pretty good. it gives the player control without sacrificing difficulty. it just needs some more visual feedback (like speed lines)

this probably goes without saying but the game is beautiful. it looks like an indie release. i don't know how this was made in 72 hours or what shaders you used but its fantastic. music was also pretty good.

(+1)

This is the first time any project I've worked on could even be considered as "Graphically Intensive", so to hear that performance is an issue is a piece of necessary feedback. Due to the time constraints, I used decimated sculpted meshes when I really should be baking normal maps, and this is a mistake I will never make again. In addition, I'll be looking into graphic options for tuning post-processing, among other improvements.

Believe it or not, the environment is shaded using the Standard Unity shader, with some high specularity!

Discernability of actions is something that could definitely be improved through some extra particle systems, so that's another way to improve. It's worth noting that you can hold the mouse button to auto-fire, but that should be better communicated, so that's on us!

Thank you so much for giving it a look!