Also, inspired by you I tryharded the fight a bit and brought the dev time down to 1:14:608. Would be fun if you're inclined to try it again.
Parry and caution are the keywords.
Heiwa
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by this time i was panicking, didn't understand the message from the jam page saying it needed to be published
https://imgur.com/a/uad64x2
Yeah! Initially we thought about designing weird alien looking robot insect things with all sorts of crazy stuff in their design to justify the sounds you hear - but ended up with the simple solution for lack of time.
Aaand I went overboard with the music when it could've easily been a simple 8 or 16-bit style tune. I'd like to keep exploring this idea as my limited experience with these projects evolve.
Thanks for the insight! <3
Holy Christ, I wanna work with you (DM me if interested, lol).
At first I was fairly bored with it and didn't see much of a point to this unique gameplay gimmick - switching eye focus constantly should be unfun, right? And it was at the start. Add this to the fact that levels don't actually require the player to engage in combat, so there's no point in buffing your legs and skipping past everything.
I was almost quitting but kept playing when the boss came (good introduction btw) and at some points it showed sparks of good potential in that - at first glance - seemingly unfun gimmick. The fight was tense at some points, asked me to decide quickly if I'd want to switch buff priorities PLUS after deciding i'd have to "pass" a manual skill check to execute it in a fast enough way to not disrupt the fight or getting hit. Of course it ended up being very easy once figured out, but its' potential is the real star here.
I'd love to see this properly explored, it's engaging in a fairly unique way.