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Excellent Souls! Congratulations on the game, it feels like a Souls game. I'm also currently developing a Souls-like game, and I'll give you my opinion: first, there are no Iframes, and if there are, they're very few. Some hits feel unfair (even for a Souls game). Second, it takes a long time for the character to attack after the roll. This was the case in older Souls games, but today they're more dynamic. I know how hard it is to make a Souls-like fight feel good, so congratulations!

Mobile version???

i just like everything that looks or feels like Souls game.. this one totally does just that! great work my friend.

This is a very cute game, and I love the fact that it was done in a month! However, I must say that I am left frustrated with a couple things. The seeming lack of I frames makes dodging difficult, and the player doesn't step forward enough when chaining light attacks. This leads to the player getting hit in unsatisfying ways and oftentimes missing when I feel like they shouldn't. 

Another thing that's really frustrating is that light attacks don't chain into heavies. This makes combat clunkier than it probably should be, and I feel like the heavy attack should be a thrust for added range.

I realize that's a lot of criticism but that's only because the game is soooo close to being a great experience. But mad respect for creating a game of such quality in such a short amount of time. Even if it's frustrating, I still love it. 7/10

♥️A GOOD GAME😍

I think that there should be I frames for rolling because even while rolling, i can still get hit even if im out of the way, but apart from that its very enjoyable

most attacks are unavoidable bcs rolls are too slow 

Im not seeing anyone mentioning this, so maybe its a rare thing, but when I was fighting Nalani, I only had one heal left. I accidentally pressed it twice, and i got healed twice. The potions bar went into the negatives. Still lost

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I realy enjoyed the game but my only problem was with Bonart, when he wasn´t attacking he just started walking backwards which made it difficult to hit a heavy hit or hit him i general

bro that was soo good you should make a bigger versiom pls

I realy liked the game and the video 
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Please make a full version!

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This took a long time! After playing for what felt like an hour, I've learnt most of the attack patterns for Nalani. Great game! I knew of the bosses, and watched your video on making the game, but I attempted this with my XBOX controller instead of my regular mouse and keyboard gameplay to switch it up from last time. Bonart was a breeze, add a few misinputs here and there but they were quite easy to destroy.

But Nalani...? Really hard to beat, I came close to beating them one time but succumbed to the delay of their swirling attack. Took a lot of tries to defeat them, the window to attack was pretty small so I had to play cat-and-mouse and bait them a few times to get either a flurry or a swirling attack for a chance to get a hit. It's quite easily to get hitless on their first phase, allowing for more chances to heal during their second, but the combos were endless. At times, I would just keep having to dodge attacks to the point where I put enough distance for their idle(?) state to run out, causing them to chase me again.

For the second boss, I reckon you might be able to take something out of the God of War series (the games before the reboot). I played God of War III earlier and there are enemies that when you chain hits, they block your attacks or back away after the end of the combo, so you don't infinitely attack them. For Nalani, adding a mechanic like this could stop players from getting caught in endless combos while keeping it balanced. Just my thoughts!

Small Edit: What I mean by this is what happens with staggering, allowing the player to hit her a few times, before she starts blocking and backing away.


[I had to make an account just to make this comment, I really enjoy the game!]

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I absolutely agree with the suggestion of making bosses block and back away sometimes. It's been on my mind for quite some time by now.

yo this second boss is WACK

Like the game but i have a couple criticisms

1- It feels like there is too much delay between dodging and attacking, when I dodge and press the attack button the knight just kind of stands still for a second or two and I have to redo the input

2- I found a glitch where if you roll backwards right when you get hit by a move that knocks you down, you fall in the direction of the boss instead of backwards(not exactly detrimental to gameplay but fixing it would make the game feel more polished imo)

3- Sometimes the dodge feels too slow, especially when trying to dodge multiple times. Could be a problem with i-frames or maybe just the dodge animation itself

4- Please make a full version of this

the game is good but i absolutely f*cking suck

same

Yo man this game is awsome, i beated all the 2 boss and it's so cool.

i hope that u will make this game a full souls-like game.

Good but a little jank. 7/10

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When I was fighting the first boss fight, I felt that the character was very slow and heavy, and after the defeat of the first boss fight, the second boss fight was much faster and my character was very slow and fat roll, and the other problem was in the user interface of the character upgrade, which was not smooth , I hope you will solve these bugs but the game design and level design is good 

increase fps but if that doesnt work game need s to be fixed

there is a bug where you cant upgrade, but the game design is good and is great for a 1 month project.

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you tried, but the second boss is just not good.

i expect a fair challenge like ds3 bosses, but when the boss attacks faster than i can roll is when the game becomes bad for me. the second boss belongs in a sekiro or bloodborne-esque game, but definitely not in a game with slow-ass that force you to take damage. bad game design.

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darksouls at home :

you should add block and perfect parry, and unlockable attack

the game is gud these are the bads and the guds

guds it can work on low end specs its fun and frustrating 

bads the rolls have too little eye frames the bosses are the hardest boss in souls history they can catch u mid roll and even if u perfect roll still u get hit 

also the most frustrating part the weapon is tooo weak and the bosses dont give any i mean any time to strike 

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I downloaded the game, booted it up and I tried it.
I wasn't prepared for the amount of lag my computer would've shown me during attacks.
Normal movement was working just fine, but whenever I tried to attack or the boss did my game was going very slow

I even tried to lower the maximum FPS to 30, but at both 60 and 30 FPS the problem remained the same, the attacks.
Most I can say is that the UI is well done, the game idea is nice and that the music of Bonarl hits good. I couldn't get to second phase or second boss due to all the lag I was experiencing, but that's proly my computer's problem

Thanks for trying it out. Sucks that lag ruined your experience. I'm interested in what are your PC specs tho?

can i play it my specs suckkk

Uptdate:I no-hitted both bossess.I think that Nalani needs some nerfs,and a fixing to his janky interaction with his thrust that sends her flying.The non-combo(like she does it inmideatly without it going before another attack) flurry attack also should have more delay compared to the one that comes after another,since it can be really inconsistent to evade .

Definitively should add an automatic restart button in the menu,it would make the game more replayable by making it much more comfortable to try and no-hit the bossess.Other than that,Grave knight should have a slightly less big hp pool imo,it kind of become tedious since he doesn't get more attacks.

This is really cool and has a lot of potential. The dodge roll takes a little bit to get the hang of but feels really smooth once you've mastered it. I've never seen a game do claymation-style graphics before but it works oddly well here.

Grave Knight is such a well-designed boss, attack patterns are varied enough to be engaging and it feels really fun to fight. No negative feedback about this one, it's perfect already.

Nalani is a neat idea, but the windows between her attacks are too short to reliably hit her. I've found the only time I can consistently get an attack in without risking damage is by rolling to the side when she does her combo or sidestepping her dash attack. Which has the side effect of making her health bar feel too big.

Overall, very polished and impressive especially for a one-month project. Would love to see this become a full game!

Game was fun! There was a weird issue (could be me since im using a switch pro controller) where I was unable to click any options on any menus. I could roll, sprint and all that just couln't actually SELECT anything on any menus with any buttons, I had to click using my mouse. Also, the rolling does feel a lil bit janky where there were a couple times where I definitely rolled at the correct time and got hit in an early part of the animation, where in DS or Elden Ring I wouldn't have gotten hit. The sword also does seem a little bit short in range, as I would dodge a charge attack from GKB or a combo from NCB and I would be right next to them, but since they walked a SMIDGE away, my attack would just miss if I was charging a heavy. I'm a big fan of the clay art style and a full game would be so fun, like maybe one boss that splits apart into mini clay figs or a dragon that breathes clay goop. Overall nice job, I saw the YT video so I saw the hard work you put into this game. Looking forward to any future developments on this project you might make!

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