Boss Fight
A simple playtest version of a game I'm slowly working on. The title is just a working title until I come up with something better, and the enemies seen here are not bosses themselves, but instead basic enemies that, in the full game, will be present as obstacles between you and the actual boss.
Please provide feedback on as many aspects of gameplay as you can, particularly in relation to the combat.
Status | In development |
Platforms | HTML5, Windows |
Author | DrolNogard Games |
Genre | Fighting |
Made with | Unity |
Tags | Souls-like |
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Boss Fight 25 MB
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Great start to the game! I'll go through the list of questions you posted on Discord..
I played as the Spellbalde
Frequency of enemy attacks:
Frequency itself was not bad, but the enemies are not quick to react. So for the smaller enemies I would kill them before they had a chance to react even once. For the larger enemy the hits were pretty weak, so I could almost just tank the hits with no real concern. The knockdown was a nice touch though.
Ability to react to enemy attacks:
Overall this fell pretty good. It took me a good amount of time to master the parry/block. But getting hit always felt like my fault. I would not be against more expressive attack animations on the enemies though.
Responsiveness of enemies:
I mentioned this a little above, but the enemies aggression and movement speed were a little slow, so I could back out of a fight to regain stamina or avoid hits easily, or just charge in and overwhelm smaller enemies
VFX on hit/blocked hit
I didn't notice much in the way of vfx. Health bar was responsive though.
Stamina cost of attacks.
Stamina cost felt good. I got a good number of attacks in before having to let my stamina regen.
Camera positioning
Camera positioning was fine, but something I wanted to put in somewhere is the mouse sensitivity. MY camera was wildly flying around with even the slightest mouse input. An option to control this would be very appreciated.