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I love the scenery! The music is also nice, especially that it changes when you’re in combat.

I have some feedback. When you stop pressing the move button, the player moves a bit further till the animation is finished. The idle stance doesn’t loop, it is like the character freezes.

Not much of a big deal, but the character doesn’t attack where I’m looking with the mouse, but instead attacks in front.

It’s great that there’s a variation in attacks, and also nice that you can attack while you’re in the air.

I think you should somehow add the controls to in-game as well, maybe with some simple menu, but I understand that time was a bit of an issue. 😄

The monsters were fitting for the environment, but I didn’t see any other kind of monsters. Also, it seems like there’s no death animation for the enemies.

I found it weird that the character automatically jumps/rolls back when being attacked.

The game felt responsive, I liked the sound effects and the effects when you hit an enemy, parry and attack, and the weapon attack trails.

I had no idea what to do or where to go, so I felt like I’m in some kind of sandbox, wandering wherever because I didn’t know the objective.

For 7 days, it looks like a great game and fun to explore and kill some monsters, especially with those attack combos! Great work! I’m sure it would’ve been an even better game if you had more time.

Thanks for your detailed feedback. Let me answer to some of your points. A lot of it does actually come down to the time constraint.

You didn't see any other monsters because it's a lot of work to create an attack behavior that is responsive to the player and uses different attack animations according to distance. I actually have a humanoid enemy that I worked on during the jam time, and I took him out during the last half hour, because the way he was set up, fighting him was not fun and he bugged out on death and I didn't have enough time to work on him. Speaking of death animations, the crab monsters have them, but the problem is when the player keeps hitting the crab after the death animation triggers it gets interrupted and then just freezes eventually. I already fixed that for the post-jam update.

The direction of attacks is indeed dependent on the directional and not by view. It's a free moving camera, else you can't get panoramic viewpoints from the side hehe

The player only jumps back after being hit too many times, mostly to bring distance between you and the enemies, so you can attack from a different angle again.

If you only wandered around and fought the crab monsters, you missed the quest line of activating the obelisks. But it's ok, the theme was lost & found, and you explored the lost aspect of it :)

In the postjam update I plan to make an intro that sets up the story and controls a bit better. Also there might be more types of creatures and some other things to do, like driving around on a hover bike.

I understand! It would be awesome to see this game taking shape. Looking forward to post-jam updates. 🙂