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Interesting mix of turn-based and rhythm mechanics. Does attacking different parts of the enemies' body deal different levels of damage? Also the rhythm mechanic is unforgiving. Normally I'm decent at rhythm games but I majorly struggled with this. Solid submission!

Appreciate you taking the time to check out the game, Robert!

> Does attacking different parts of the enemies' body deal different levels of damage?

This was the original idea. We fleshed out an idea of a crit system but it was only implemented for the enemies. If we were to spend more time on this game in the future, I'd like to have the damage to each limb increase as it becomes more damaged. My gut feeling is that it'd be compelling for the player to try and target limbs and for the enemy to react accordingly. Plus, the whole forge tie-in was supposed to be connected to which limbs were "removed" from slain enemies.

> Also the rhythm mechanic is unforgiving. Normally I'm decent at rhythm games but I majorly struggled with this.

Can you elaborate on this? I made some very last-minute changes to the bounding boxes on the rhythm container and now I fear it might've broken them. It was supposed to make the rhythm section way easier, I swear! It's almost certainly on us and not on you, so don't let this challenge your ability to enjoy other rhythm games :D

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I think my struggle with the rhythm portion of the game might be due to not getting good feed back on when I am making a good hit

Ah.. yeah I could definitely see that. There's probably something we could do to make the window of time more forgiving, not just the size of the collision detecting whether the note is hit correctly. Thank you so much for sharing the feedback.