I'm surprised there are no other comments here so I will write one.
I think it was alright.
Animations , vfx and sound design are really good.
Combat is good enough but one major problem enemies have way too much hp, that combined with lack of good tutorial and any health bar I thought that I needed to finish them of with a specific move when that red bar filled. Only after like 20 min of trying I managed to defeat one. And even when you know how to dodge better and that you just need to constantly attack them, It still takes around 40 seconds per enemy. (Also that one enemy on a small platform was a bad idea, I was constantly falling from performing attacks)
Sadly I didn't finish(yet at least,maybe I will try again later) because I got stuck on one of the Islands and I was unable to go back (like 10 tries and I got a bit frustrated), but still I see passion and a lot of potential, and I would love to see it as a full game.
Edit;
I managed to get back from that Island with a glitch that allowed to to get infinite height(constantly starting and canceling falling attack with normal attack gives you some height and you can do infinitely) and after that I beat the game :)
Thanks for the in-depth comment! You have an interesting take on the game & would definitely take it into consideration. 😊
I did feel that the enemy HP is a bit high, but I did find it necessary if players want to string various combos in a character action game. In fact in this game, if you do juggle the enemies long in the air, you'd be able to eliminate them in a quick fashion. Especially if you utilize air combos & bring it all down with a continuous dive attack damage. But yeah, I agree that the game just needs a combat tutorial or maybe a difficulty selection. For now I heavily rely on player's creativity at this stage of development as I would make changes/additional mechanics to combat.
Probably some tips if you choose to retry:
Red Ether bonds to the enemy, signified by a gauge above their head, which fills up when you attack them. When full, it allows you to pull them in.
For minimalistic UI, the enemy HP only shows up when you lock-on to them (MMB).
There's a strategy to the activation of checkpoint fountains if you want to speedrun the game.
There's a hidden attack/move, the "Jump Cancel" which you can do during an incantation move (signified by the red rune/rings). Useful way to air juggle, break-off the monotonous combos & of course dodge.
This is really a passion project of mine & having your comment is truly helpful in the development of Xekureat. Definitely watch out for more as I have ideas for better exploration/level design, unique robes you can find & equip, multiple enemy types, boss battles & of course a short but engaging story.
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I'm surprised there are no other comments here so I will write one.
I think it was alright.
Animations , vfx and sound design are really good.
Combat is good enough but one major problem enemies have way too much hp, that combined with lack of good tutorial and any health bar I thought that I needed to finish them of with a specific move when that red bar filled. Only after like 20 min of trying I managed to defeat one. And even when you know how to dodge better and that you just need to constantly attack them, It still takes around 40 seconds per enemy. (Also that one enemy on a small platform was a bad idea, I was constantly falling from performing attacks)
Sadly I didn't finish(yet at least,maybe I will try again later) because I got stuck on one of the Islands and I was unable to go back (like 10 tries and I got a bit frustrated), but still I see passion and a lot of potential, and I would love to see it as a full game.
Edit;
I managed to get back from that Island with a glitch that allowed to to get infinite height(constantly starting and canceling falling attack with normal attack gives you some height and you can do infinitely) and after that I beat the game :)
Thanks for the in-depth comment! You have an interesting take on the game & would definitely take it into consideration. 😊
I did feel that the enemy HP is a bit high, but I did find it necessary if players want to string various combos in a character action game. In fact in this game, if you do juggle the enemies long in the air, you'd be able to eliminate them in a quick fashion. Especially if you utilize air combos & bring it all down with a continuous dive attack damage. But yeah, I agree that the game just needs a combat tutorial or maybe a difficulty selection. For now I heavily rely on player's creativity at this stage of development as I would make changes/additional mechanics to combat.
Probably some tips if you choose to retry:
This is really a passion project of mine & having your comment is truly helpful in the development of Xekureat. Definitely watch out for more as I have ideas for better exploration/level design, unique robes you can find & equip, multiple enemy types, boss battles & of course a short but engaging story.