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Blade Sight

1player anime style fighting game · By Addaline

Feedback for the 10/13/2023 demo

A topic by SalsaDeGranada created Oct 15, 2023 Views: 173 Replies: 3
Viewing posts 1 to 4
(+2)

I've been following along with the development of the game for a pretty long time now, and I'm glad to be able to see all the cool stuff for myself. 

Some feedback: 

The game feels great when you start to figure out what you're doing, but I think it's a bit too hard to get to a point of understanding at the moment. I have some experience with the previous demo, but I think I'd be really lost if I was just jumping in as the game in its current state doesn't feel like it teaches you enough. It might be too soon in development for a robust tutorial if some gameplay elements are still up in the air, but I think some kind of text document for the basics (or an in-game tips section? i think the last demo had one, if there's one here i can't find it) would be welcome at this point in time. 

For example, the "Break" status means that you can't block, right? I think it isn't made clear how exactly enemies can break you, or that it turns off blocking. Getting mixed up in the corner is hard enough when you can block, and really confusing when you're broken and you can't. 

(also, break should probably go away when you lose a lifebar, it feels bad that you can get back up and still not be able to block) 

Some guidance for what I should be doing on defense would also be really helpful. I think I'm getting the hang of it by this point, but some of the offense feels smothering, especially in the intro fight of the game when you don't know what you're doing (and also against the dolls to the left of Home, where you can duel yourself).


(+1)

Just keep in mind I'm having a ton of fun just fighting Deadname Doll over and over in the final area for fun next to the place where you can switch weapons, and it feels great to do so

Developer

thank you so much for the feedback!

Yeah, the explanation for mechanics is just not there currently. Since the last build the mechanics have only grown and there are some that -aren't-fully-implemented-yet-, one if which is player break status. i haven't touched it much yet since the last pass on the system, but currently how it works is that it's what happens if you wrongblock a high or a low (so if you don't hold down to block a sweep, etc). The player has 3 cards though, so the player doesn't immediately break on the first mistake. The time on breaks and number of cards is supposed to change with difficulty differently (for instance, i'd like to set it as 'infinite' cards for curse level 1), but instead right now it matches the enemy's stats; you actually suffer less break on higher difficulties currently.

Better documentation and tutorials are something i want to do, but while systems churn they have short life spans. The dolls and matsu currently have extremely strong pressure

got this bug when i was fighting suu, i think it was bird related, or possibly when we hit each other at the same time. unsure. 


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