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Hello, thank you so much for the thorough feedback, I really appreciate the detail and thoughtfulness in your reply.

All the points you brought up are valid and we are already looking into ways of addressing them.

1: For the the parry-hitbox visibility, it's something we've wanted to do but haven't quite been able to find a visual effect that looks good and reflects the position accurately.  And yeah the parry box is a disjointed hitbox, so i totally get how it can be awkward/inconsistent when you don't quite see how it works visually. And yeah being able to tell when the angle was off of timing is off can be really hard to.

2: For the lack of I-frames, this is in due part because of the very volatile hp-values of you and enemies, so giving the player access to longer iframe-windows would make it very easy to just steam-roll most encounters with firames/rapid healing. That being said there might be a more elegant solution ( ie you get 1 second of iframes but loose them once you attack. ), we'll experiment more with it.

3:  IIrc, as far as enemies are concerned, only the final boss's saw attack and mortar explosions do 2 damage. Most everything else is either 1 or 1.5 damage. ( biter lunge  = 1.5, spitter projectile = 1, crab enemy attacks= 1 or 1.5 ). So If most attacks did 2 damage, I'm very sorry you might have been playing a bugged build. 

As for the damage values being high, it mostly stems from wanting to focus on having easier attacks you have to dodge consistently instead of harder attacks you're allowed to get hit more often by. At least during our testing we found that 5 hp + enemies dealing 1 dmg quickly turned into mashing with how many hits you could tank. ( making hearts heal 0.5 hp isn't a bad solution, but might be a little late since we'd have to rebalance the game around it ops... )

Also an perfect run mode option is actually a really great QOL idea, gonna try to get that implemented into the demo soon, thanks for the suggestion. 


Sorry if this reply is a little short/rambley, It's late but wanted to leave a reply since I really appreciated the thoughtful feedback. It's also fun getting it from someone with so much experience with my previous work.

Oh and also, hope your own game-dev work is going well, Ballet of Steel was super fun.

That's all I have to reply with for now, hope you have a good day

-Emlise

Hello, sorry for the late response. But thank you very much for listening to my feedback. I do have some responses to your points.

1. Yeah I can see designing a suitable visual indicator is no easy task, but maybe I can suggest also using a slashing smear effect but i a different visual?

2. Sadly I don't think I can come up of any reasonable way to fully prevent this outside of giving the players more iframes. Perhaps having some input buffer for player's action so that they can be executed immediately once the player is out of the stagger state helps? I do appriciate the effort on the team to experimenting a solution for this. But I can suggest at least address sections of the game where this problem is more prominent and causes more annoyance than it should to the player's experience. So far I can tell this issue comes from bosses that can spam heavy hitting attacks at a specific angle that is likely going to hit the player as soon as their iframes ends. From the demo these sections are the crab boss's 3 hit sword attack and the boss's 3 saw blade projectile attack. Perhaps tone down on the spam attacks in either their attack rate or attack damage. Or maybe make the crab attack end it's combo if it had landed a hit on the player.

3. About the damage number thing I did check my game and you were right about how the damage numbers are set and my game is not bugged. I guess I was too tired at the time to noticed it and I guess the fighting the boss constantly and dying to it in consecutive hits and had conditioned me to think every attack is lethal (which in my defense, 1.5 damage is still lethal). This point was the one where I was the least sure about anyway so I trust your judgement more on this one.

On yeah, one thing about the perfect run mode is that it's best to only show this mode on levels that the player have already beaten and indicate what is it fore (to help players attempt to get an s rank without needing to restart the level from the menu manually). We definately don't want new players mistaken that this mode is how the game should be played.


Anyways this is all I have. Again I am still very hype for this game and I will still get it once it is out so wishing you all the best in your efforts to complete this game.