Very nice idea, simple and intuitive! Congrats :)
PeterPlaty
Creator of
Recent community posts
I replayed it again and got to the cathedral of escalation! Hooray!
I repeat what I said, adding as an alternative a clear window on what the cooldown after attacking/defending is, in any way you want to show it (a flash, a stamina bar, anything at all). It's a very polished combat system, and not knowing when you can't attack/defend for a bit that sense of "unfairness" that this game doesn't need and that (probably) makes many players alt-f4 out of the game to complain the game didn't pick up the controls in time xD
Still, the fact I came back to it means it was good to play, so congrats on the submission once again. I saved in in a collection so I can find it in the future, and I'll definitely play an updated version as well if you'll ever release it :)
Very cool game! I tried and tried again, pretty hard but consistent in its difficulty! I guess you could define this a "2D Dark Souls" x)
My suggestion is to allow defending to cancel your attacks. Often, I clicked on attack but regretted it, and there's no way to stop the animation... I don't know if it's clear what I'm saying, it's just that it felt like some deaths were not my fault because "the game didn't pick up the input in time"
Since guarding at the right moment allows to parry, and that you can still be hit when guarding, it would simply remove the game's "artificial" difficulty, and make it less frustrating to play over and over.
Also, great graphics and great audio! Really polished :)
First of all, congrats for your game and for your daughter! :)
I liked the CRT effect, and the retro gameboy palette! The gameplay was a fun idea, I just wish there was a sound or something to give feedback to the player, since it took me a while to understand the objective, and even more to understand that you can dash x)
Either way, it was fun playing it! It was simple enough that I kept playing and lost track of time, it was nice! :)