Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Devving on your honeymoon is massive gmi energy.

Combat was a lot of fun and very intuitive (I played on a controller).  Enemy weapon variety was nice, though I didn't see any weapons for me besides the sword. Maybe I needed to explore more. Looking forward to trying the ball and chain.

I wasn't able to get the "dodge while running" thing to work, since sprint seems to be bound to holding down the dodge key by default. It also wasn't clear whether I could interrupt enemy attacks. I was able to shoot one of the claw guys mid-charge to interrupt him, but the axe-spinning guy was unstunnable.

I realized pretty quick I could guard break shields on the first non-tutorial shield guy, but it might be something worth including in future tutorials. 

Graphics and animations are good, worth exploring just to see the island environments. One visual change I might make is to distinguish player damage numbers from enemy numbers. When I was in close quarters it wasn't clear which numbers were damage I was taking.

Overall, a lot of fun for an early demo and I'll definitely pick it up again.

Thanks for playing! Four test weapons were hidden in the map (all in the same spot together) that you could have tried. As for the running dodge, the timing is kinda tight, so I'll try to loosen the timing required to do it by releasing the run/dodge and quickly tapping it again after. And yeah, you can interrupt enemy attacks, but it both depends on the enemy and the weapon you use. It takes three hits with the sword to interrupt an axe guy, assuming you hit him three times in quick enough succession. As for the shields, yeah you could be right about tutorializing that. And for the damage values, I'll make a change for that so it's more clear.