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Thanks for the in-depth comment! You have an interesting take on the game & would definitely take it into consideration. 😊

I did feel that the enemy HP is a bit high, but I did find it necessary if players want to string various combos in a character action game. In fact in this game, if you do juggle the enemies long in the air, you'd be able to eliminate them in a quick fashion. Especially if you utilize air combos & bring it all down with a continuous dive attack damage. But yeah, I agree that the game just needs a combat tutorial or maybe a difficulty selection. For now I heavily rely on player's creativity at this stage of development as I would make changes/additional mechanics to combat.

Probably some tips if you choose to retry:

  • Red Ether bonds to the enemy, signified by a gauge above their head, which fills up when you attack them. When full, it allows you to pull them in.
  • For minimalistic UI, the enemy HP only shows up when you lock-on to them (MMB).
  • There's a strategy to the activation of checkpoint fountains if you want to speedrun the game.
  • There's a hidden attack/move, the "Jump Cancel" which you can do during an incantation move (signified by the red rune/rings). Useful way to air juggle, break-off the monotonous combos & of course dodge.

This is really a passion project of mine & having your comment is truly helpful in the development of Xekureat. Definitely watch out for more as I have ideas for better exploration/level design, unique robes you can find & equip, multiple enemy types, boss battles & of course a short but engaging story.