Thanks a lot for your words! I really appreciate it and i'm happy you did enjoy the game
Is normal to lose more than 1 heart when you are hit, the more near you are to the enemy the more damage you will take, you can even be one-shooted if you are basically face to face with the enemy, is a reminder to the player that a sword fight should always be playied at the proper distance using blocks (to spot the enemy openings during his cooldown) or parry
Drakenroft
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Yeah sadly Safari doesn’t fully support WebGL2 and WebAssembly, but you can make the Native Mac version doing this command in the terminal:
chmod +x Merian.app/Contents/MacOS/*
(where i did write Merian you have to write the full game name or just press Tab for autocompletation in the terminal)
I hope this fixes the issue, let me know!
I really enjoyied your game, it is really fun! Also the aesthetics is really cool, i really liked the UI and the pixel art in general, and the puzzle-idea is a lot different from all the other games in the jam (including mine lol)!
Good Job!!
Also if you want i would really appreciate if you would play and rate my game too
Thanks a lot for your feedback! I really appreciate it and i'm happy you did enjoy the game
Yeah the "slide" during charging attack is volountary i wanted to make the player move during that attack since the animation is rotating (sadly we couldn't make/find a better aniamtion to justify the movment).
For the camera yeah i have to tune a bit the collision detection in the script i didn't use cinemachine a made a custom script for it.
For the red knight they don't pass through wall but trhough the opening between columns i made this becasue during the test since we were running out of time i didn't manage to make a better pathfinding for enemies. so they ran at the wall, so i made them walk throught the openings
Thanks a lot for your words! I really appreciate it and i'm happy you did enjoy the game
Yeah we had to rush a bit at the end we worked on this only 5 days and 1-2 hours day so we had less than half-time of the jam
But with the next update that will also have an outdoor zone, NPC with dialogue boxes, A LOT bigger dungeon, a real Boss and other things, it will also have all the proper sounds (and probably a new background music), just need to do the finishing touches (and find some free time from work lol) and i will upload the updated builds.
The combo works best done the other way around, Light Attack then Charged Attack it is a lot smoother and will make you defeat the enemy instantly!
Thanks a lot for your words! I really appreciate it and i'm happy you enjoyed the game
Yes! Parry definitively is the way to go to win the game
Yeah many asked for SoundFX to give some more weight/feedback to the actions in-game, with the next update that will also have an outdoor zone, NPC with dialogue boxes, A LOT bigger dungeon, a real Boss and other things, it will also have all the proper sounds (and probably a new background music), just need to do the finishing touches (and find some free time from work lol) and i will upload the updated builds.
Thanks a lot for your wordsI really appreciate it and i'm happy that you enjoyed the game
The next updates will polish the game more adding also an outdoor zone, A LOT bigger dungeon, sounds and other stuff! Most of these things are already done just need finishing touches (and some free time from work lol)
Thanks a lot for your kind words! I really appreciate it and i'm happy that you enjoyed the game
Also if you find the game hard i suggest to try to focus more on parry/block it makes the game way easier since i wanted the player to be a bit more strategic rather than share damage with enemies (that's why more near you are to the enemy more damage you will take)
Thanks a lot for your kind words! I'm really happy that you enjoyed the game
That's really strange for the music not working at first launch it never happned during the tests, i may suspect that unity didn't give the game the "main window" so Windows didn't recognize it like the actual window (like when you alt-tab to be clear).
Yeah the Red Knight are in fact the "Boss" so are the ones only needed to actually finish the game
Thanks a lot! I really appreciate it and i'm glad you enjoyed the game
For the parry i suggest to try to hold down Block when you see that the enemies attack animation is starting!
For the game not working in Chrome it's really strange, a lot of people had a lot of bugs on Firefox (probably for bad support for WebGL2 and WebAssembly)
Thanks a lot! I'm really happy that you enoyed the game
Yeah many asked for SoundFX to give some more weight/feedback to the actions in-game, with the next update that will also have an outdoor zone, NPC with dialogue boxes, A LOT bigger dungeon, a real Boss and other things, it will also have all the proper sounds (and probably a new background music), just need to do the finishing touches (and find some free time from work lol) and i will upload the updated builds.
Also if you find the game hard i suggest to try to focus more on parry/block it makes the game way easier since i wanted the player to be a bit more strategic rather than share damage with enemies (that's why more near you are to the enemy more damage you will take)
Thanks a lot! I really appreciate it and i'm glad you enjoyed the game
Yes Dark Souls was the main inspiration for sure ahahah i'm thinking about to add the roll animation in the next update that will also have an outdoor zone, A LOT bigger dungeon, Sounds for actions, new music and a bunch of other stuff (most of which are already done i just need some free time from works to do the finishing touches)
Thanks a lot! I really appreciate it and i'm glad you enjoyed the game
Yes in fact i did at the start a "true attack" frames, but i decided to delete it at the end because in fact this doesn't happen when you fight the enemy at the proper distance it made the fight more like a real sword fight where even a sword that is getting back after an attack can damage you, during the test to me it seemed a better way to let the player focus on parry and blocking mechanic instahead of getting the damage and then punish the enemy during the cooldown between attacks.
Much like a real souls like-where some attacks can perpetually damage you if you don't block them or parry them, not giving you "a single hit, for a single attack".
Also yes i will play your game right now!