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