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(2 edits) (+1)

Making a soulslike for a gamejam is crazy ambitious, I’m impressed!

It felt like the basic attack’s windup was a little too long. The most common frustration I had while fighting bosses 2 and 3 were that I’d wind up for an attack, and as it came out the boss would sort of effortlessly step backwards away from it. I think if the basic attack came out a little bit faster it could improve the gamefeel a ton. Either that, or some more forward momentum/range for the attack to make it harder to whiff enemies.

I really liked the way the theme was incorporated. Getting an extra dodge in exchange for throwing a sword was really cool. I kind of wish the basic attack was similarly sped up when only holding 1 sword, but it still felt a little slow and low-range despite the damage loss of missing a sword.

I liked the second boss’s attack pattern a lot. I liked the variety between dodging through projectiles, sidestepping the fissure, and spacing the jump attack.

The art is fantastic. I love this art style. The textures match the soulslike vibe perfectly and the models for the bosses and player are really great. Same with the music. Nice job!

Thank you for playing, and thanks for the detailed write up! Definitely agree with improving attacks, I think quite a bit we could have done there to make the game feel better. But yeah thanks for the kind words and the constructive feedback, really appreciate it!