I did not play it because
/lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.28' not found (required by ./SwordSaint.x86_64)
It happens for some linux games I tried, so it is not just your game. Sorry
I did not play it because
/lib/x86_64-linux-gnu/libc.so.6: version `GLIBC_2.28' not found (required by ./SwordSaint.x86_64)
It happens for some linux games I tried, so it is not just your game. Sorry
This game is very early in development, you probably gonna change many stuff in the future but I think you should first focus on polishing more the gameplay and explain how to play it, for example you have a dodge and a parry but why I as a player should use those when I can backdash half screen with a single button? In fact, that is how I easily I defeated the enemies. also the controls are kind of weird, using shift to use a special attack seems unintuitive.
I read down in the comments you wanna make a hack'n'slash closer to DMC , then go and watch Muramasa: The Demon Blade, you can get some inspiration from that game, here is a video, look at 2:38 minute mark:
It seems like a decent beat-em-up, but it was let down by awkward controls. It doesn't help that I don't play these kind of games though. The character seems too fast, and you can run by every enemy if you want. Boss seems beatable but I didn't bother since it would be a boring hit-and-run tactic.
Seems like a good start, keep it up.
Way too rough to give meaningful advice. You can stunlock or run past regular enemies. Way too easy, and the boss is way too hard and doesn't play by the regular rules. I got hit and he didn't even swing his sword.
I'm not sure what kind of this game is, but you should start working on the kinematics. Look at beat em ups or other action games like fighting games. Notice what kinds of thing happen when you hit enemies. Keep it up.
Gave it a playthrough. Took me three tries to beat the boss.
Enemies would be a lot more threatening if they could turn around to follow you, or broke out of stunlock somehow. Probably not news.
The weapons' special attacks are good, but I don't really feel a difference between the regular lights and heavies. Like the speed and windup times feel exactly the same.
For the boss, I feel like he could do with some more telegraphing of his attacks. Does he respond at all to being hit?
Player character has more momentum than I'd like for a game with such fast and short-range attacks. (also it would make it a little easier to "nothing personnel" enemies with the backstep.
Parry feels pretty weak. Like it's hard to pull off comapred to your other defensive options and only resets to neutral without giving you a frame advantage?
Also like others have said, you can't have a DMC-style beat-em-up without juggling. Accidentally putting juggling in Onimusha is what gave birth to the genre in the first place.
I don't really have anything nice to say about the game in its current state, but I think I can see where you're going and I'm looking forward to seeing it realized.
Not much here to comment on yet but I thought it was fun and I liked the animations. You can spam down every enemy easily though, depending on what kind of game you want this to become that might be something to take into consideration.
What kind of experience are you looking to eventually turn this into?
The game jumps straight into the first level.
I do like the backward dash and how melee makes you fall slowly.
Though the green boss was tough on me.
I also had to figure controls on my own (J, K and L it seems).
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