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This is what I've been looking to find for so long. I love melee combat mechanics and I think a game like this is the ideal game for combat, because you don't need do think about the third dimension, it opens a lot of possibilites to how you can use the controls at your disposal.

Appreciate your interest! That's exactly what I intended to deliever with this game :) I plan to develop this idea further sometime later. Thanks!

Let me know when you do!

After dying many times, I found out the space button. xD. It's a simple but very fun game.

Thank you 호이찐

very nice game

Thank you for playing!

This is a really good start - you have good core gameplay mechanics movement is good (I like slowing down when the shield is raised; it make me feel heavier) and the knock-back is perfect. I also like the limited visibility. I especially like that WASD are linked to the direction of the mouse. That gives it a really unique feel.

I'm trying to think of how to turn these basic mechanics into a compelling game. I think a top-down fantasy survival horror with limited resources could be fun. A side-scrolling platformer has certain advantages that a top-down game doesn’t, but with the visibility feature, I think you could make it work.

Since this is a melee game, weapon variety will be important. You'll have to make sure each weapon feels very different (play Dead Cells for some great ideas). I like Halo's limitation of only 2 weapons at a time (with extra items like grenades, as well). Weapon attacks should be tied to movement as well - swinging a mace could push your player back slightly, or thrusting with a spear could move you forward.

I think weapons with limited durability (like Zelda BOTW) would be really cool in this context. The gameplay loop would be attacking enemies until your weapons’ durability is gone (like running out of ammo) and then scrambling to pick up a weapon from a fallen enemy to keep fighting. To add diversity of pacing, you could mix in exploration portions so it’s not just constant combat. I wouldn't put in an inventory screen - you shouldn't be able to pause this game or get out of the setting.

You might consider having the shield be slightly off-center – that way, players would have to aim somewhat in order to block properly (or attack a defending enemy).

Armor will be the other main consideration. Heavy armor could reduce your visibility but prevent you from being knocked back, or magical armor could damage enemies at a distance.

Exploration is what I'm most interested in, though. You could use visibility as a way of searching - secrets (like trap triggers, hidden enemies, treasure, hidden doors, etc.) only get revealed when you've had the lighted part on them for a certain amount of time, so the player has a reason to take it slow sometimes. Some enemies could appear like one creature (or item) but then be revealed in their true form once you've searched them enough.

As for a "story," I always wanted to make a slave revolt game. You could start as a gladiator slave, but escape through a dungeon. You’re really vulnerable at first, but then you find an item that lets you absorb enemy powers. Then you as you slay monsters, you gain their abilities (like in Metroid, but more gradually), and then return to kill all of the slavers. Maybe you could even have monster allies that could fight with you sometimes.

Enemy design will be interesting, too. I think some enemies should work in groups with different kinds of group dynamics. There can be large swarms of weak enemies, or medium groups of weak enemies with a leader that buffs them with spells in the back, or packs of high-mobility enemies that attack from different sides, or just one really slow, high-HP enemy. Some enemies should hide until they’re ready to strike, and then leap out for a lot of damage, and then try to hide again (having good environmental design would be good for this). Certain enemy types can have a lot of treasure, so players really want to fight them, while others never have good treasure, so players try to avoid them.

I imagine enemies with different weights (some get knocked back really far, and others don't move). Like in Dead Cells or Dark Souls, each enemy should have a specific attack motion, as well. That way players can try to predict what’s coming and time their defense and counter-attack.

I really like games – I almost went into game design. Let me know if you want to brainstorm enemy design or levels. Thanks!

 

Wow, I didn't expect this detailed feedback. I really appreciate it! I decided to release this to check whetehre or not the core mechanics are fun, and I know that there are a lot to work.

I agree with most of your ideas. I also really enjoyed the games you mentioned, Dead Celles, Dark Souls, and the like, and yes, I'm kind of trying to rip off best of these games.

My mission is to simplify these great games so that I can keep the amount of work small and handle it, and at the same time, more casual gamers can get the intense joy of playing hardcore games.

I'm still a learning indie developer on every asepect of making games, because I used to be a server programmer and my specialty was in Cloud Computing, which is quite far from making indie games. My plan will be making more small games like this to cultivate my art, music, game engine skill, so that I eventually make a game like you imagined.

Thank you again and I'll keep you posted!

It's exciting that you have time to work on this kind of thing. I've done some game design with GameMaker and flash, but I never created anything that other people could play.

I have a lot of ideas for games, so if you ever want to brainstorm, I'd be very interested. Good luck!

Awesome!!