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A jam submission

Tied to the StakeView game page

You cannot flee; but bear-like, you must fight the course.
Submitted by Dott Studios — 2 days, 22 hours before the deadline
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Tied to the Stake's itch.io page

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Comments

https://www.twitch.tv/videos/2816049477

Absolute berserker kino. Movement is super smooth, combat is a lot of fun. Some hits feel a bit off, like - I feel like there should be a bit more reach on the upward RMB bone swing. And the throws feel like they throw stuff maybe 10 or 20 degrees lower than expected. 

But it's already fantastic, even if a bit too hard. I really want to see what else you have planned for this game, keep it up!

Have some sort of dev flag when you output the game so you don't show the stupid 'quit to desktop' on a web app, which only crashes the game.

The chain looks very floaty, unless you add a shader to make it look magical or something it just looks not well done. Also, maybe make the top of the chain post thinner. When I first saw it, I thought it looked thick enough that maybe I could climb and stand on top of it.

Why are dodges limited by stamina but not chain swinging?

Skulls are a fun twist, where you have to keep track of the shots before throwing at the end so it doesn't blow up your hands. I noticed that if I had a skull in my hands the next wave wouldn't appear(since the skull is still alive), which I just bring up in case you wanted to allow holding onto those between waves. Also, I notice that if I swing into a skull while holding one it will just replace the one in my hand, intentional? But if so, the skull I was holding should blow up or be thrown away or something.

In the heat of the action I found it hard to tell when enemies were stunned enough to rip the weapons off of them. Oh wait I just didn't understand it I think, I thought I had to punch an enemy several times, but I just need to punch once to then grab? Okay so going back to the tutorial, the reason I was so confused was that you use the basic skele model, but give him the gray resistance bar, so when I went into the new game I thought they all had resistance bars, yet not noticing the lack of one since I was in  kickass mode.

Giving the "RMB to do big attack" while holding a skull is a dumb troll, only do it when you have a sword or something. I'd maybe remove the RMB while holding skull, but I guess it's skill to not accidentally nuke yourself?

It's pretty good. Managed to freeze it on death somehow. The only thins I'm seeing is

Removed Unequip, but did not find a default in the library.

and

FMOD returns error code 78 (r) executing getPitch

Dashing is a tiny bit broken so you can infinite aerial fist of the northstar everyone's ass, but it's balanced by ranged enemies.

The chain shouldn't cover so much of the screen at times and the game should somehow telegraph the chain's tension beforehand so that the force pull back isn't as abrupt.

Submitted


Nice game, I had fun playing it.

Really cool art style, the music fits the game well, the various enemies make it interesting and challenging, you can't really let your guard down even in the earlier stages which is really nice.

My one big complaint would be that the built-in mouse acceleration makes it really hard to play. I don't know if that's here because of the browser but it makes it nearly impossible to aim at the skulls and to track enemies around you, I got totally lost sometimes trying to turn around sharply and stuff

Submitted

CONSTRUCTIVE

The audio on connecting hits with enemies could be a lot punchier.

LIKED

Graphics, music, intensity of gameplay, concept.

QUESTIONS

I couldn't tell, is getting HP back tied to the exact enemy you got the weapon from, or just enemy family?

FINAL

I got to wave like 5 or 6, I think. Started seeing the crossbow guys.

Oh I'm REALLY bad at this but it's REALLY fun. The music and the progressive amount of guys being thrown at you really gets your blood bumpin.

Improve the hit audio and I think this may be one of the most fun games I've played this DD.

Really cool game. Probably could do with some FOV settings, though. Couldn't get past the wave with the knight, wasn't sure what was meant by flash attacks ignoring posture. Skull hitboxes could probably be increased more, it's pretty much impossible to hit them with thrown weapons. 

Submitted

cool idea, combat is okay, could be better. 
The chain should move the skeletons around instead of clipping through them. 

I damaged myself with the explosive skull thing and it did a lot of damage to me, seems too punishing for a simple mistake. 

Submitted

incredibly fun game, unfortunately i had some problems with the camera, where it constantly swtiched directions sharply... hindering my gamplay experience... other than that, great work!

Submitted

great concept. tense, and rewarding
can't really think of any complaints honestly. the music is a bit loud by default, that's it. 
maybe skeleton bones should have a bigger "swing" to them for crowd control? right now it's pretty easy to get overwhelmed by numbers, which incentivizes kiting tactics, which aren't exatly ideal. if skeleton bones were buffed a bit (more reach, uses etc) it could help push the player do a more aggressive approach

Fantastic concept, fast paced, great audio feedback, gets challenging fast. but it does reward skill. The only thing to figure out is how to keep the game challenging with new waves. For the time being the answer seems to be new types of enemies, and it does work well.

Submitted (1 edit)

Jeez, the 3rd wave(red skellies and bunch of skulls) destroys me every time. something something positioning, and not losing half my health to skull self destruct when you grab it, at the end of the round. (allow proceeding forward with a ‘living’ enemy in your hand?

pretty cool.

Developer

Cheers, red skeletons are completely overtuned lol, and you can throw the skulls or iframe the explosion to avoid self-damage, but it's more a ""tech"" than a lesson. Thanks for playing!