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(1 edit)

Haha, thank you for the feedback. Yep, I ended up doing the traduction a li'l quickly, and it must have been alot of errors in it. I'm gonna reread myself and correct it.


As for the fight, I agree ; it's a feedback that we had alot. I'm not sure if i'll rework it, even if I want to, but it's have been a long time since I worked on the project and as I was not a main programmer I wouldn't like to disturb my pals, who have now other stuff to do too. 

The wound cooldown is indeed the most frustrating thing, and it's punishing for being not careful : We had to respect intentions, and to really 'force' the player to use them so we can say 'hey the powers are essential as we said in our game document right'  (even if that's a bad way, I know :'(   ) . Therefore there's some things that we couldn't indicate inside the game, like you can hit the Boss and it's hands when they're down with every abilities, you can hit with the stick inside the shield, etc etc. , stuff that's useful to the player for doing a better fight and preventing himself from being assaulted and hit by every mobs :P


Do you think that would be worth to put maybe a read me, or spend some time working on some visual feedbacks to indicate that ? Could that compensate the wound and base fight problems ?


Thank you for the feedback and for playing anyways !  :D 

What's you're doing is really cool, I already saw you play my pal's game Aube and a bunch of other student/indie games, and that's really cool of you

If the intention of the combat is to force the player into using abilities, you've done that quite well! Maybe just adding an "F" keybinding for the last ability could add that tiny bit more of having all four abilities. I know I was quite harsh on a lot of the little mechanics and the overall game feel, but all of that comes from having no idea of what the developer intentions are. If the standard combat is meant just to be a way to keep enemies off you until your cooldowns are finished, it works pretty well. But having a short directional dash bound to space or something could have done a bit to mitigate that feeling of a lack of control.

I know most student projects don't get updated after release due to how busy students are, so no worries on that front. For students, most of my feedback is just so they have a rough idea of what an end user might think when playing so they can take that information forward into their next project.