Much punchier, more refined, better. An issue I noticed before but vaguely included in the last comment was the telegraphing issue. Most noticeable with the boss; attacks are so fast that they're practically unblockable. In other words; there isn't any space for the player to see what the enemy is about to do.
Thanks! As for telegraphing the moves, I made it a bit easier with the other enemies but the boss I left out entirely because I thought it would make him too easy(*).
(*) Perhaps I shouldn't say it but like every reasonable boss, Murasaki has a weakness. His close range attacks are, as you say, almost impossible to block (unless you try your luck, which you can since repeatedly blocking consumes little mana) but if you [[[spoiler alert]]] keep your distance from him, he can only use 2 attacks, one should be avoided and can open him briefly to attack if aren't too far, the other is telegraphed very clearly depending on your distance and, once blocked, leaves him open to a sequence of combos (both linking normal attacks and cancelling normals with specials) which when done several times should be enough to destroy him.
Yeah, I noticed all of them, but he can finish said long ranged attacks fast enough to combo with a short range if you get back in, the stun attack is also quite quick.
Very nice art, however the stilted nature of combat and the speed of the telegramming of attacks cause it to be a little off, but that gets fixed once you realize you can just spam specials or otherwise stunlock everyone (they can do the same but they're not as smart :P)
Thanks for the feedback! I'm so used to playing my own game I've probably started missing the details you've pointed out. I'll play again other similar games to learn to develop a better dynamic for my own.
pretty cool, animations look nice and the game feels nice. Most enemies can be stunlocked (which isnt that bad) but there should be some that cant, maybe some heavily armored once that dont get stunned after getting hit 3 times or something.
Thanks! There will be big enemies that don't get stun-locked at all among other troublesome types. Combos can be longer than 3 hits if you use any random combination of weak and strong attacks (also need to be timed correctly - button mashing always ends with the same "fail" attack that pushes the enemy away).
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Much punchier, more refined, better.
An issue I noticed before but vaguely included in the last comment was the telegraphing issue.
Most noticeable with the boss; attacks are so fast that they're practically unblockable.
In other words; there isn't any space for the player to see what the enemy is about to do.
Thanks! As for telegraphing the moves, I made it a bit easier with the other enemies but the boss I left out entirely because I thought it would make him too easy(*).
(*) Perhaps I shouldn't say it but like every reasonable boss, Murasaki has a weakness. His close range attacks are, as you say, almost impossible to block (unless you try your luck, which you can since repeatedly blocking consumes little mana) but if you [[[spoiler alert]]] keep your distance from him, he can only use 2 attacks, one should be avoided and can open him briefly to attack if aren't too far, the other is telegraphed very clearly depending on your distance and, once blocked, leaves him open to a sequence of combos (both linking normal attacks and cancelling normals with specials) which when done several times should be enough to destroy him.
Yeah, I noticed all of them, but he can finish said long ranged attacks fast enough to combo with a short range if you get back in, the stun attack is also quite quick.
Yeah, that makes sense, I'll try to make him and the stun system more balanced. Thanks!
Very nice art, however the stilted nature of combat and the speed of the telegramming of attacks cause it to be a little off, but that gets fixed once you realize you can just spam specials or otherwise stunlock everyone (they can do the same but they're not as smart :P)
Thanks for the feedback! I'm so used to playing my own game I've probably started missing the details you've pointed out. I'll play again other similar games to learn to develop a better dynamic for my own.
pretty cool, animations look nice and the game feels nice. Most enemies can be stunlocked (which isnt that bad) but there should be some that cant, maybe some heavily armored once that dont get stunned after getting hit 3 times or something.
Thanks! There will be big enemies that don't get stun-locked at all among other troublesome types. Combos can be longer than 3 hits if you use any random combination of weak and strong attacks (also need to be timed correctly - button mashing always ends with the same "fail" attack that pushes the enemy away).
nice
Thank you. You've also showed me a new bug I've haven't seen before (around 2:50). I'll take care of that.