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Thanks a lot! Glad you noticed the Dark Souls vibes ahahah

For the issue with the web build could you tell me which browser and operating system are you using? I tested it on multiple devices and never got that kind of problem, just so i can investigate more and fix it!

For the hitboxes is strange because they are really small just precise around the player/enemy and swords, the hit system is very basic if the collider of the weapon hits the player/enemy collider damage will be applied (if the animation is playing of course) there is no damage done only when the enemy is doing the animation, for the music it has been a last minute add to be honest (even if at the end i really like the one i choosed) but i get what you mean, i will try to find (or eventually with my limitated music skill, make) a longer one with better loop that doesn't get annoying after long period of time, especially because the next updates are going to make the game a lot bigger and longer.

Once again thanks a lot for your feedback it has been super useful! I hope you could enjoy the game even with these flaw you encountered
(One last thing, did you try the native version? Just to know if you experienced the same problems) 

(+1)

I was using firefox on win 10. Now I have tried desktop build with controller and fortunately there is no drifting. However, I have identified the problem with the animations. If you stand at the left side of the enemy, then when it brings the sword back before the attack, there is a collision with the swords hitbox. Also, when you are standing directly in front of the enemy and it brings back his sword to idle position after attacking, there is another collision. This way, when you stand in front of the enemy you can easily lose 2 healt points in one unblocked attack. I would suggest activating the swords collider only when the true attack period of the animation is playing.

(+1)

Thank you for all your feedback it is really appreciated to make the game better!
Now i understood what you meant with the animations! Yes in fact i did at the start a "true attack" frames, but i decided to delete it at the end because in fact this doesn't happen when you fight the enemy at the proper distance it made the fight more like a real sword fight where even a sword that is getting back after an attack can damage you, during the test to me it seemed a better way to let the player focus on parry and blocking mechanic instahead of getting the damage and then punish the enemy during the cooldown between attacks.

One last thing if you have it installed could you try the web version with Chrome or Edge (Chrome based not the old one) and see if the mouse drift is still present?
Thanks a lot again for your help

(+1)

I see, you have some valid points. Still, sometimes it is better to be a bit more forgiving towards the player :) As I read some of the comments, someone asked for more lifes. I think this way the reason, because when you only have 3 lifes and 2 gets chopped away in one attack, then it seems a little unfair.

I'm sorry, but I do not have any other browser installed. I'm glad, that I could help you :)