Well done small game. Every my complains already been listed in the comments. Keep a good work
vengill
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Thank you for playing and for so detailed review.
About the boss. I understand what you are talking about, mostly. I would say that Sekiro bosses also ignore your attacks, and do whatever they want most of the time. It feels better in Sekiro cuz there is "fixed" distance between you and the boss, that when you got hit you get pushed on length for next boss hit and when you hit boss get pushed. This aspect I completely forgot and, to be honest, had no time to focus. Another mistake that I made enemy parry drop your stamina bar very fast. You can't really adapt to it. And attack animations that I have very fast, almost without a build up. Unfortunately, I don't have skill and tech to make unique animations that will be more suitable for this kinda game.
Immerred can't deal damage to you when you parry her tho. When she hit you, doesn't matter if you block/dodge/parry/received it this attack sequence goes into timeout until animation reaches a frame where this resets. You can argue that resets happened very often but you are 100% can parry all the attacks.
I 100% failed with Otomo wave attack. I didn't manage to sync VFX and collision. It can be parried tho. I thought that sound cue when Immerred says "For Justice" would be enough to parry. It seems music little loud and people just don't notice it.
About level design. In second level particularly I put most work. There several paths to complete this level. Some path include ridiculous amount of enemies but it was done with purpose to show the player don't go that way. It's a bad way. About bullet hell, I decided it's funny if you ignore everybody, so i just left it be :D
Bugs that you mentioned, I tracked them but I was a little bit burned out to fix them in the grace period. My bad. I don't know if I will support game post Jam. I have other long term project that I want to focus more.
I didn't finish. I almost ended water(?) area but then i died after digging for a while and quit. I think would be better to make swings faster but reduce the damage if you want to keep pacing. Wait each swing is boring. In Minecraft for example you hit relatively fast but your dmg is low. It more interesting then wait almost a second at the beginning. Signs also a nice touch.
Thanks for playing. I mean dodge bosses attacks not intended but dodge is there so you used the tool that I gave you, good job. And parry would be less soulslike and dodging is more :)
You probably the first who actually used stealth kills. People usually just run past all enemies, lol. I tried design levels for player to able to sneak through most part. I will tell you secret. Some Otomos have broken AI for some reason so they will never chase you.
I want to add more skills. But there was no time. So no charged attack or some other special skills :(
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.
I am sure you know about performance issue, so beside that. I think beginning of the game should be the end part and end part be the beginning. It actually fun to speed through everything but you made so much turns on the early game. It discourages player. I think you should have aim for more things like in later stage with mby several turns.
Not bad platformer. It ran into the problem several times being stack between screens and I didn't know where I am what cause death. One time i jumped out of bounds... don't know how. I think would be better if you could stop or change direction faster. Overall good platformer but not my type of game.
Thank you for give it a try even with quarantine warning. I send email to itch support but they didn't answered yet.
From what I see on screenshot you played on lowest graphic settings. I tried optimize it good enough for everyone to play.
About the combat. Well... you are not supposed to ignore all the enemies but It is a viable strategy that I used a lot while testing. Don't know if you notice but you can perform sneak kill if you approach Otomo from behind and they didn't notice you.
Thank you for playing and for feedback.
For boss attacks I see what you are talking about. "Big enemy at the end" is just conduct for boss attacks. When boss saying specific phrases it triggers attacks from him. I made it for little bit diversity in attack patterns and give a moment player to breathe since it very easy to block.
About controls. I tried make a transition between run and dodge animation. It actually have interrupt on movement input but i couldn't save momentum for some reason. Since game not about dodging i decided that this is good enough and moved on. I found out why. There was one wrong checkbox...
I had this feedback from some people who also played the game. Personally, I don't understand it cuz you literally just go forward. I wanted to make it way less linear. After first time people got lost I planted red crystal to help you navigate.

