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Blade Sight

1player anime style fighting game · By Addaline

I love this game

A topic by PhantasmaCora created Nov 07, 2023 Views: 320 Replies: 1
Viewing posts 1 to 2

Hello!
I had been aware of Blade Sight from your art posts of the characters for a while now, and played a prior released demo. (I also said hi on Cohost once, hehe). The characterization and dialogue, style and tone drew me in and charmed me quickly - however I had a fair bit of trouble with the gameplay itself, perhaps owing in part to my relative inexperience with fighting games.

I downloaded the present latest release (11.4.01) a bit ago, and this time after a few fights and mixed-in study of the skill listings, I could start to feel my learning/progress? Like you get with Dark Souls kinda.

I'm sorry if this is sort of weird and rambly, but I had a lot of fun just now and I wanted to show my appreciation

I do have a couple likely-bugs, and some notes and thoughts -

If you go into the pause menu, visit collections, and then exit out by pressing escape while still viewing a collection, the pause menu will be 'stuck' and not respond to inputs. As far as I can tell this state persists until exiting the game.

When being held by Momiji, the prompt to further interact with her appears, but pressing the appropriate key doesn't seem to work for me. It lights up on the button-display in the lower right as normal, but no new dialogue options show up.

Selecting collection items, like swapping weapons or playing music tracks, doesn't work for me. I'm pressing 'K'/Jump, which works as a menu confirm otherwise, with a card highlighted, but it just shakes a bit without an effect. This might be intentional? I'm unsure what is or isn't "allowed" from this menu.

Notes! I'm just jotting down my thoughts so please don't take these as y'know complaints or criticism, even where I say "xyz was difficult," just observations.

As I mentioned I think I'm getting better at the gameplay, at least in terms of the terminology and command inputs for Suu's moves, but I still take a kind of excessive amount of hits and tend to fall back on the "push me harder" knockout-averting option in arena duels. (Oh, I should mention I've played everything I can find in the "regular world" but haven't gone through the Road that is noted to have dev test encounters yet.) Again I'm not "good at this," but...

Samurai are pretty tough, but like in a "clearly designed to be this tough" way. When I play next imma put focus on learning to implement cancels consistently.

The gun-wielding doll in the doll fight, just before Gaji shows up - I was able to beat this one, but it felt like I was "missing something" and making it needlessly hard for myself. My instinct was to Dash through its shots, but this didn't seem to close distance effectively or reveal its card like with dashing past common strikes.

I genuinely just don't know how I'm meant to fight the Gashadokuro. Maybe it will come to me with more attempts, or maybe they're just intended to be quite hard as a "going out at night is quite risky" thing. Also, they don't look to have a lot of actively approaching Suu in their AI, which can lead them to gradually drift close to screen transitions. This is tricky especially for trying to use a short-ranged light move when it's their card weakness, and accidentally going to the next room over because I got too close.

I occasionally get some sort of special hit where both Suu and the enemy turn yellow for a moment. The visual and sound FX make me think this is extra-powerful or significant some other way, but I can't tell how or what causes it.

Game mechanics notes aside, some lighter thoughts:

I'm very curious about the story and world, what you've written and shown so far is quite intriguing. The natures and roles of dolls and curses; the implications that Momiji and Gaji had some sort of falling-out; the broader social context that these characters live under.

come to think of it why is Gaji so pissed off in general? you've mentioned she's considered a Girlfriend - how much is she Playing Games vs. has actual issues with Suu?

numpad-7 scene hits hard. i want her to be okay

I could probably write a good few more paragraphs but it would largely be guessing at or pondering things that you as the creator prolly already know. You've got me fair hooked, tho.

Thank you so much for the hard work, creativity, and passion that you have put and are putting into the project! As a weird online trans gal(s) who's no stranger to dollposting, it's really nice to experience works like this where the themes and moods being explored are... "of us" smh. You've got my support; believe in yourself and take breaks when you need to. See ya round.

Developer

Thank you so much for the kind words and feedback.

First, the bugs; 
- pause menu lock is troubling, i'll need to get that fixed.
- Momiji's prompt stays up because the input the game is looking for is actually Suu -greeting-, which she cant do while being held. This was on my to do list to adjust either hiding the input if she can't greet or allowing the raw input to work.
- The card selection doesn't have an effect if they don't do a little -shine- effect. The wiggle means that it doesn't do anything.

a few tips and thoughts on the notes;
-Gameplay is very hard right now. Enemies are all much more aggressive than many of them should be and the pace is very fast. Enemy AI has been a very tricky area that's been churning a lot recently until I took a break from it this last week to do portrait art/display systems. Beyond that though, the game on a mechanical level is still very tough, and it's something I'm always on the look out to ease if possible.
-GunDoll (and all of the dolls) are generally very tough. They all use the player's moveset, so you don't have much of a built in advantage in speed/power. It sounds like a potential bug if Grazing through one of the GunDoll's attacks isn't giving weakness reveals, though. The Gun doesn't aim upwards, so you can play around the shape of its hitbox with air-approaches.
-Gashadokuro is actually fairly weak to grabs. (More seriously this enemy needs deeper work. Their moveset has been largely unchanged through a lot of other changes and it's -weird- comparatively. Kind of the case with most enemies, but Gashadokuro sticks due to its size and power). Enemies can be made to path back to their origin spot by moving away from them. There is a range past their spawn point that they don't like to engage past (in the 11/4 version), though if you are -between them and their spawn- they will stay engaged since their retreat is blocked.
-The gold freeze hits are a Clash, which happens if two characters hit each other on the exact some frame. Basically the effect is the (~40frame) freeze and both attackers super-armor through that hit. It's kind of a signal that it's time to -quickdraw-, since both characters are allowed to cancel their moves normally. (Red Canceling here is very strong since it's technically the fastest move.)

i'll be brief here, for a few words on yourlighter thoughts;
-first, ty so much for sharing your thoughts!!
-Gaji is a weird one. She's a bunraku ghost puppeteer, who is definitely on the [Playing Games] side of that spectrum (as a fun aside; her name comes from the Hanafuda Storm card, which is a sort of Wildcard in some rulesets. Hanafuda figures into so much stuff in this project, tbh). I haven't fully settled all of the stuff between Suu/Gaji/Momiji/Matsu, so it can come across as inconsistent, especially going off of previous versions.