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A jam submission

JUSHAView game page

Dark fantasy, RPG, isometric.
Submitted by Tada (@tada_hts) — 2 days, 23 hours before the deadline

Play game

JUSHA's itch.io page

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Comments

Viewing comments 24 to 21 of 24 · Next page · Last page
(+1)

Great visual artstyle, great models and animations, great designs and not so great combat.

First of all - thanks for not limiting the dodge rolls with stamina or cooldowns, that's very nice of you. But that's kinda it, unfortunately. Combat feels very repetitive, different combos don't seem to distinct visually from each other, and for me it devolved into button mashing. I dunno, I don't like clicking bosses to death to be honest - I'd love to have some abilities or something to work with.

I honestly don't know if a combo system could work in an orblike boss rush game. Bosses seem cool, and the first one is manageable - but when second boss specializes in huge AOE attacks - the last thing I want is to click him to death.

I definitely would like to play more, I do like the artstyle - I just wish the gameplay was a bit more exciting.

Developer(+1)

Hey, mate! Yeah, thanks a lot for playing. I watched your playthrough and had lots of takeaways. I sincerely appreciate the complete honest feedbacks and I wouldn't trade it for anything else, I'm gonna cook it again. In terms of combat system, I still believe in it tho, and I believe I can make it more fun and exciting. I hope next time you won't feel as much frustration. I feel bad that your time with the current version wasn't a good one, but do know I appreciate it.

(1 edit)

Hey man, no problem, I understand that it's in development and you need feedback - that's why I'm streaming. So no worries there!

I'm eager to see what you cook up next (and looking forward to the controller support that you promised in one of the messages below)

Submitted(+1)

Jusha has got style and juice up the wazoo. I don't know how much more I can say on that. I think the art direction and the feel and weight of attacks and animations is really really well done. It feels GOOD to play. I'm assuming you're going to introduce roguelike elements eventually (that's on the branching paths after the boss fights make me think of). No doubt it's a great combination for a game and along with its artstyle the future for Jusha is bright.

You've definitely got a great knack for making boss fights. What you have is mostly solid so far, but the blacksmith feels quite bad to fight; with a tiny bit of tinkering though I think that fight could be turned into something really fun (all the ingredients are there just needs some slight changes).

Below I'll list some of the issues and criticisms I have:

-In the starting area you can dash off the table and over the steps that the red wolf is laying on and then walk around in his body. Can't go past the rocks so it's nothing too crazy but figured I'd mention it.
-At one point I was able to spam execution (at least on the lizard) to keep moving the character back to the start of the execution indefinitely. It looks pretty silly. Not sure how to replicate. (Did it once more and this time was after the Q weave attack I think...)
-Lizard boss seems to have two attacks where it comes up from the ground and does an AoE around it. One smaller area and one bigger. I couldn't tell if there were any identifiers for when one or the other would come out so I always just dashed really far away. Also, the second, larger AoE attack had a hitbox where I would sometimes get hit while, from my perspective, be outside of the *dust* that popped up from the shockwave (it might need the hitbox to be shrunk a little bit or have the dust expanded or be more dense so it's easier to read... not sure).
-The blacksmith boss attack patterns are fine, but it's really annoying to traverse around his room when there are multiple objects to run into *and* I can't see the entire play field. This makes it easy to get locked into positions where I thought I'd be fine dodging but clip onto a small obstacle or I can't see the angle his ground smash is going to come out at as I am on the other side of the room (and am in some situations generally pushed in that direction because the AoE on his other abilities are taking up most of the other side). I think being able to see the entire field would make this boss much less annoying to fight.
-At one point the game started changing to windowed mode for some reason. My game actually launched fullscreen with "windowed" default selected, but at this point I tried selecting fullscreen to stop it from auto windowing the screen. The game did go fullscreen but the resolution was off and I had a black bar at the bottom of the screen. I also accidentally checked off vsync and, not sure if that was part of why it did this, but afterwards the setting menu was bugged and always showed up on pause. I tried restarting the game to fix this but the settings were saved and I couldn't find a way to change it back (any options I tried highlighting were also offset from my cursor making it difficult to even mess with the menu).
-Would be nice to have a run button or at least have your normal movement speed be *faster* than spamming the dodge. I don't like jamming on space all the time to get outside of the range of attacks (like big lizard AoE).
-I wish I could press space and dodge in the direction of my cursor. Would be nice to have that be an option.

Looking forward to seeing your progress next Demo Day. Game is looking great with a lot of promise.

Developer(+1)

Mate, thank you so much for the detailed feedbacks. I hope you had some good time with it.

I'll address all the points raised :D

Submitted(+1)

A fantastic game that (for now) focuses on boss fights and it sure delivers! The two available bosses brims with quality both visually and mechanically. And this dev is not afraid of challenging the player, which is great! 

I grinded the blacksmith for a while due to not knowing that there was a combo system available. This will surely be more clear in future builds!

Some minor things: I feel like you should make it visually more clear when the player was hit by an attack. Sometimes I wasn't really sure. The chip of yellow on the healthbar made it even more confusing as I kept thinking that that was health I just lost.

Developer

Oh my I feel bad, yeah the combo system is the core game mechanic, yet my dumbass didn't explain it clearly enough for players. UI is indeed still rough; I'll address all those points. Thanks for playing mate.

(+1)

Neat game

The graphics are nice but my computer absolutely did not like running it to start with, probably something to do with realtime shader compilation or something. It calmed down after a while. 

The controls feel intuitive enough, the concept of interlude attacks is really fun and I like that it rewards you for doing your "rotation" properly. That being said, i'm not sure it's for everyone and I feel like it will add another layer of frustration on an already frustrating genre, but it does feel good once you get the hang of it.

This is the paragraph where I rant about the dash. It's my personal opinion, but I can't stand on-demand infinite dashes in action indie games. Dashes like that severely limit your design space when designing combat encounters. Everything just becomes "dash out of the thing" and it turns development into a nightmare. You can't telegraph something for too long because the player has this funny button that they can use to get out of it, so you make the telegraphs shorter, but then combat becomes way too frenetic. If you leave the dash the way it is currently then this is honestly the biggest hurdle you will face in the development of your game. 

When killing blacksmith I was holding down M1 to do the 'finisher' and it kept resetting until I let go, but that was the only major bug I found, everything else went fine.

I had fun. It's really cool and I want to see a lot more of it. There's lots of paths you could take like just being a boss rush mode or maybe having exploration-connected sections without enemies a la SotC just for fun. Great entry. 


Developer

Thank you for giving the game your time and the detailed feedbacks.

I'll think about the dash.

I'm glad you enjoyed the rotation type of the combo system, as that will likely there to stay, as I think I could make it really good. I just need to guide the player better and adjust the frustrating level of the enemies. What I want is to give player the feeling of agency when doing cool stuffs (right now it's not that cool yet haha).

I'm reconsidering the whole boss rush format.

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