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(+1)

Was not too long and rather enjoyable. I like the combat mechanic, although it needs a little work - there's a reason why parry mechanics generally have an obvious tell just before the parry window.

Given that you're only ever fighting one enemy at a time, you can get away with not using it - but your animations need a clear 'impact' point that the player can read. In my case, most enemies did indeed have such animations - the only exception was the slime/goo creature, whose 'slowly push its hand at me' attack was very hard to visually identify when the 'impact' time was.

I think the balance of the breakable weapons needs a little bit of a tweak - if I'm giving up healing and/or a permanent armor upgrade, the temporary weapon should offer more than 2 extra points of damage. I don't feel like that would save me even a single turn in combat - and that is an important metric to keep in mind when balancing. It isn't the exact amount of damage the weapon deals that matters, but rather how many turns it will take to kill an enemy.

To be clear, though, I did enjoy the combat as-is - those are just some thoughts on how it might be polished. You can watch my full playthrough here:

(+1)

I could tell from the video that the parry timing for mobs is more difficult than for bosses. As you said, I feel that balancing parry and weapons is a challenge. To be honest, we haven't gotten around to that. I will try to improve it in the future. Thanks for playing and advice!