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(+2)

Yeah if you want a bit more feedback on that. I liked the parry and slomo when you parry projectiles. The effects look okay on them but probably could be a bit more pronounced for what the projectile is, maybe. I feel like the sensitivity is way too high, so a slider would be nice in the settings for that. Besides that the issues I had with the melee system were the fact that it lunges and if you attack in rapid succession it like pulls you through the enemy, sometimes they aren't even dead. Perhaps something you could do to improve the overall combat is make enemies have less health, so there's some kind of flow to combat. Instead of having to turn around and back up to fight an enemy I wasn't sure I killed if I cut an enemy and knew it was dead that would be cool. So there's a possibility that one cut being enough to kill is a good idea. Some other stuff, since the movement is so strong, a cool idea would be to use enemies to string together movements, you could make it so killing enemies with your sword launches you up a little and resets double jump/dashes, and parrying could give you hang time by turning off gravity temporarily maybe during the slowmo, so you could have entire sections where you don't touch the ground.

Anyway I just wanted to elaborate on what I don't think is working about the melee system. Throwing your sword to grapple is cool, parrying is cool, and of course the movement system feels fantastic.

(+1)

Thanks so for providing extensive feedback. Always appreciative. We have had several comments about enemies with less HP so we are currently playtesting it and it feels great! Our in house  demo is turning out great. We have complemented the new enemy balancing with a fitting arena which is more vertical. It is thanks to you and the rest of the community that we can develop a fun experience.  

Thanks for playing our game!