That being said, from my experience, often time people that dislike the controls or the general speed of the character, don't utilise Bloodthirst. The character is wielding a massive sword after all, and personally I think that every heavy hitting attack should require a commitment, leaving the player exposed for a window of time. ![]() In a way, the controls feel a bit stiff by design. We really like the idea of some attacks being deadly, but we will keep an eye on this as we get more feedback. This might've caused some perceived one-shots, although it is not intended. ![]() Moreover, there was a "bug" in the build, that sometimes dealt extra damage to the player if he got pushed into a wall. We will work on making the boss charge attack be more clear in the future however, as we don't think it is quite there yet. This is quite extreme, but it also has a very long wind-up time. The second boss has a charge attack that deals up to 75 damage (75% of your total HP). The first boss can kill you in a 3-hit combo, but you have the chance of dashing out between attacks. As many of you noted, some hit-boxes are at times too big, or hard to read.We're aiming to have all those issues resolved long before release. We won't make the game easier, but we will keep working on trying to make the game as fair as possible. We want our game to be tough and challenging, because games like those are the ones that we love playing ourselves. Lots of good points in this post, and I felt like it might be good to clarify our stance on them:
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