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Damn, died at the GOAT phase 2.

This was awesome. My first playthrough I definitely went way too fast and didn’t spend enough time actually appreciating the enemy attack patterns. My second time around I played much more patiently and wow I was really happy with how well-designed the bosses were once I slowed down. I appreciated how rewarding it was to actually learn the purple and gold enemy’s attack patterns and actually dodge attacks properly.

I only have a few feedback-related thoughts:

  • It felt a bit unsatisfying to perfectly dodge an attack (i.e the gold guy’s rapid punch combo) and try to counter-attack only to watch him insta-dodge 70% of my attacks. Once you break an enemy’s posture it’s open season, but until then it felt like I was just whiffing everything despite being on-point with dodges. From a pure gamefeel perspective, it might be worth making enemies dodge less-often (but buff their health to compensate) just to make counter-attacking feel a bit better. This would also incentivize little ‘micro-combos’, as opposed to what I did, which was dodge until they stopped attacking, kick a couple times, and then repeat. It’s also 100% possible that I just missed a key mechanic here though.

  • I love the VFX, but sometimes it was genuinely hard to tell who was getting hit without staring at my posture bar or health.

  • I’d have appreciated a few more iframes coming out of a death. It felt like there were quite a few fights where I’d die, resurrect, and immediately get combo’d into a posture-break into death again.

Outside of that this game is incredible, like a low-rez Sifu-like. Definitely one of my favorites of the jam. The music slaps and the combat is awesome. I’ll probably come back later to learn the GOAT fight properly. Amazing job!

Finally someone who learns the patterns and dodges!
yeah i think a big mistake i made when creating this game was making the reward for dodging attacks too low. I might give the enemies way more vunerability or some kind of "critical strike" system for dodging an entire combo

I'm honestly not too sure how to approach fixing the vfx, i might try to make all the hit effects smaller but then again making the game widescreen could also fix that issue.