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(+1)

Great job!  I played to the finish and really enjoyed it.  It started with platformer/Hollow Knight vibes, but the main event and highlight was the head-to-head scene.   This was definitely among my favorite combat scenes or boss battles on an Itch game -- really good work!  It felt fast-paced and exciting.  I had to try different strategies and it took many repeat plays but I finally beat it, which felt rewarding.  (I never hit the "compromise" button, not sure if that changed the combat or similar.)  Great battle animations, as well.  Keying was perfect for me (Celeste style).  

As far as feedback for further development:  the moves felt a little slow or delayed at first, but I adjusted to it and it felt fair.  Separately, I tried out the block move in both the platforming and battle but ultimately didn't use it at all, as it seemed like it made me vulnerable and I had trouble fluidly going from block to strike, and lost gray bar in the process.

Nice work!

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Ah, I think I didn't make the purpose of the guard clear enough, since it's the main reason the combat is slow. I explained it in the description, but if you guard right before the attack, you'll perform a parry which damages the enemy and won't lose any gray bar. The window is very tight, but I modeled it after Sekiro so that once you learn the attack patterns, parrying will be almost broken since you'll be doing so much damage back. (I think I ended up making the same mistake as Sekiro by not making it clear how important parry is haha)

Anyway, thanks for the comment! I'm glad you enjoyed it.

(+1)

Ah, I tried it out just now and saw how it works (watched a clip of Sekiro as well).  It sounds like using the parry is how you would win this most quickly; for me as a jam player, it was hard to hit that window consistently enough (one miss results in a lot of damage) that I didn't feel better off leaning more on the dodge-to-strike.  I'm impressed that there's this additional layer of complexity to the combat, though!  Again, great work on this game!