Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

    The graphics, character design, and menus look great! Excellent in every visual regard that I saw, excepting obvious placeholders in the shop and second level. I especially like the appearance of the enemy and the variety in its attacks. Also, the way the player wiggles after being knocked over is pretty funny.
    As for gameplay, player input could be handled more gracefully to measure up to Dark Souls (one of my favorite games). For instance, in this game, players must stop moving in order to swing their weapon. This means that they must release the W key *and then wait* until their character slows to a stop before swinging. This slight delay becomes frustrating during combat, an issue which is worsened by the following:
    If players press the attack button 0.3 seconds too early, they do not attack. If they press the button 0.1 seconds late, they do not combo. The game thus can appear to ignore the command to attack. To fix that issue, I recommend the fairly universal concept of input buffering. Dark Souls leans heavily on input buffering to make it easier to pull off combos, time dodges, and do pretty much anything.

    Another nitpick: after starting a combo or attack, players are unable to change direction. This was a feature in Dark Souls that made it easier to engage multiple foes, track a moving foe, and reposition while on the offensive. That capacity would be nice to have in your game.

    Final nitpick: the big crab enemy often misses when the player stands still, and it tries to back away endlessly if it doesn't get enough distance for the spit attack.

    I mean no offense here. The game is enjoyable as it stands, and with some gameplay polish would be at par with great action titles. Thanks!

HI, thank you so much for the feedback. sorry for not replying immediately, i'm working on your feedback right away, and have updated the game based of your input. 

im making this game based of Monster Hunter so regarding the unable to change direction after starting combo/Attack animation is fully intentional, because monster hunter game has a commitment-type attack where you're locked into the animation. and not only that, the direction input in this type of game is also used as a combo input. for example within my game: following any attack, pressing Left Mouse (Y) while aiming your move analog towards any direction except forward (the forward direction of your character) it will execute round slash dealing area damage and facing your character towards your analog/movement direction.

but with that said, there are many useful insights that i have implemented into the game, for example:

input buffer has been implemented with the window of 0.2 second. although there will be slight delay of about 0.1 second to be able to register user input necessary for triggering combo transitions, for example:
within this game, the usual Left Mouse (Y) click will execute the fast weak attack,
Right Mouse click (B) will execute a stronger more slower combo combo,
and clicking both Right Mouse and Left Mouse (Y+B) at the same time will execute a rolling slash. and you could also do draw attack into this transition while moving and unsheathe.
there is also another combo to consume item using Guard+UseItem (CTRL+Q or RT+X) to consume a healing item

i've also added the forward slash combo meaning that you can execute an attack while moving, although this is still only limited to the Left Mouse/Y button only, there are many planned transition in the future including a QTE type attacks just like in Monster Hunter World with SnS Perfect. 

i've also modify the enemy AI for a bit to make it attack more accurately, not only that, i also implemented the projectile attack for the enemy, there will be  more enemy in the future and slight adjustment to the AI because the AI will lock on to target immediately regardless how far you are.

>I mean no offense here. The game is enjoyable as it stands, and with some gameplay polish would be at par with great action titles. Thanks!

No, not at all, im glad i get the feedback i need to be able to improve my game, may i know what Discord server are you from? i've sent multiple messages to multiple DC servers, i dont know which one is which. but regardless, please share my game with your friends to improve this game even further, thank you for the feedback and thank you for playing!