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(+2)

That was quite a blast. The attacks felt good, and the boss(es) had well varied attacks and phases. I would say that the blade attacks could be better signaled, as quite often I was hit by them before I could even see that the attack happened. For me it was confusing that the dash didn't give any form of immunity, but that might just be me.
I also do think the story is too on the nose, bordering on cliché. I think it was also too long, as I was afraid I was getting into a visual novel. (Maybe adding a descriptor to the game page could alleviate that.)

Spot on analysis. We are aware of most of those things  but coudn't fix it in time.
 thank you for the feedback. It's the first time we try to write some dialogue most of us are "skip everything and go to the battle" players, we can understand :D 

thank you for playing

Thanks for your feedback, we wanted to give to the game some "visual novel components", I'm sorry you didn't like them!
We know there are many things that could have been  implemented in a better way (we also noticed too late that the shuriken colour was not so visible on that background, our first background was white 🤣)
The dash giving some kind of immunity is a thing I usually don't like in games (If you move faster in theory you should get more damage hitting something, don' you?)

Thank you again and have a nice day!

AAAAAAAAAA WE DO NOT  AGREE I REPEAT WE DO NOT AGREE  :D

i love dash / roll inv frames, but they are hard to teach to a new player.  They are good for games that you can play for much longer, you learn those timings and then you feel GREAT abusing them

Thank you for the feedback!

I'm personally a fan of visual novels and I like when they mix with other genres, but probably we could have made the dialogs a bit shorter.

(+1)

I didn't want to imply anything bad about visual novels (I love the Zero Escape series), but I do think they require time to be enjoyed, which is difficult for after a Jam where you want to play many games. Especially since your submission was the first one I played.

You are totally right, we were afraid of this and were planning on trying to make the dialogs shorter while keeping our meta-narrative, but we didn't have time in the end.