If the first two things are implemented already, then I think that just needs to be communicated better. I had kind of suspected that might be the case with the projectiles and did invest a bit but gave up when I kept encountering red shots.
As far as performance goes, I am using Chrome. 32BG ram, Ryzen 7 3700x for the cpu, and a 3070ti gpu. It's the whole game, I noticed it instantly when I started walking when I first played and before enemies really got a chance to spawn.
Freezing Dart
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A cool prototype.
I like the sprite work, and the general concept. Definitely saving this for later, I can tell a lot of time went into this and it has a lot of potential.
I think bloodsplosions should trigger on every kill, not just sword kills. Would widen build variety, and every now and then you could see a couple chain explosions.
The invulnerable, unparryable red projectiles feel really bad. Maybe there's something I missed and I can destroy/parry them, but not having that as an option really damages the idea of using parry and just unfurling their own damage back at them.
Both boss fights feel like they could use more work on telegraphing attacks. They feel distinct from each other, but for the most part the telegraph for all the attacks is just kinda sitting there and flashing a bit.
The biggest critique in my opinion, is the performance though. The game feels super choppy, and that harms everything about the experience. If the performance could be bumped up somehow to feel smooth and fluid, it would immediately pay dividends on fun factor.