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Tough but fun. Souls games are near to my heart and making a souls-like holo game is definitely on my bucket list so seeing you make one DURING A JAM is very inspiring. Onto the game:

Combat: I think combat as a whole was just missing that feedback of hits. You getting staggered and moved by being struck (I notice you could get knocked over but I'm more referring to normal hits which only had an audio component of feedback).  Your hits being able to make an enemy like, wince in pain or get staggered (Edit: Rewatching my recording I actually do somewhat see the otomo wobble a bit when I smack them. Poor things can't bleed or scream ;_;). Looking at sekiro gameplay again, it seems successful parries also push you back a bit so that momentum of strikes is still felt. Once that piece is added to the puzzle I think it'll feel a lot better.

Otomo Mobs: The otomos were a bit tough to take on since their moves had pretty short windups and beating them usually meant trading damage without a way to recover it. True to a souls game, trying to fight multiple at once was rough but in a 1v1 they are ok. I didn't really use the parry mechanics on them, or even spent time taking them all down since there wasn't really an incentive to. But I recognize that's just a limitation of the jam. I noticed in section 3 that if you try to run past them they have seemingly infinite aggro range and will all converge on you during the boss, forcing you to either git gud and once cycle them, or die to reset aggro

Boss: Overall I really enjoyed the final boss. I was a tad confused at first thinking I had to beat the big otomo before facing immerred but once I understood the mechanics and how to properly evade them it was just a matter of understanding immerred's moveset. To be honest, some of those combos were really hard to fully parry. But if I recall correctly thats the same for sekiro. Although I think better telegraphing in the animation could go a long way towards making the parry windows feel natural without having to just memorize it (Or spam parry since theres not really any punishment for it).

Platforming: I think with the exception of 1 awkward jump in section 2, the platforming and exploration was pretty in line with the souls experience. The red stones as a guide made it generally straightforward to figure out where I was going. If anything, I think you could even get rid of them if that awkward jump was smoothed out a bit since it almost felt like it wasn't what I was supposed to be doing despite the red stone saying the contrary. Despite that, section 2 was actually my favorite. The narrow walkways were fun to carefully walk on. Almost felt like playing chained together solo.

Other: I sorta noticed that there was no end lag on dodging so you could spam it super fast to zoom around everywhere till the stamina fills up. Not sure if thats intended but it is the reason my WR is sub 5 minutes ;)

Overall: Really impressive entry for being made in just 2 weeks. The boss was really fun to learn and I am super curious how their logic works under the hood. I could FEEL the sekiro in it. Also I love games featuring my oshi being a badass. Her animations were so cool!

Thank you for playing. Clear it in sub 5 minutes very impresive. It pobably faster then my record, lol. 

Combat: Yeah my main problem in game design right now is feedback after you hit something. Parry pushing you back a bit in Sekiro good observation. I need to think about it. 

Otomo: Understandable not to fight them. Unfortunately I didn't have time to make any character progression. It probably cuz I literally made all their moves it quite easy to parry. Little hint in pause menu there is "To last checkpoint" button. You can reset Otomo aggro fast with it.

Boss: Otomo at the end can be misleading. I didn't fix that you can lock on to him and other rudimental UI like you can finish hit him which does nothing to him, lol.

Platforming: This level actually have 2 different routes. After the broken clock at the beginning you can go left or go right. Left is longer with more platforming. Right more enemies less platforming. I tried make game a little bit similar to Dishonored in term of vibes.

Other: We love spam dodges. Initially dodge had delay before you could start running again and has smaller distance coverage. So I didn't bother about it. After some feedback I decided make it more useful. So dodge being so fast is half intended.

Overall: Thanks again for playing and for speedrunning too! Boss logic very simple, almost the same as Otomos. She have several attack to choose from. Some attacks she need specific distance to use. Every attacks have chance to be chosen. After that they small cooldown. If attacks was not chosen or they on cooldown then strafe walk a little bit. When player start attacking her, she have 20% chance to use parry.