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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.