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the modifier that gives damage reflect while charging blood is bugged. You can hold it down indefinitely and take no damage and heal whenever you want

Played this at TooManyGames this year, phenomenal sprite work, style, and beautifully bloody! Looking forward to seeing more of the vision!!!

Played this at TMG and was a huge fan of it, can't wait to play more of it on my own and when it gets a full release!

TMG rep! Thanks for playing!

Very fun and attractive game that hit the highlights for a boss fighter. Most of the upgrades and alt weapons were satisfying in their own way. Creative bosses that weren't too cliche and made me work to find out their patterns.

A couple points of feedback to make it even better in my opinion:

- The blood score felt somewhat arbitrary to me sometimes, especially on boss #2. I would play about the same from one game to the next and the first game I would get a C and the next I would get an S+++++ with no good idea why.

- blood clot boss #1 seems like it is 50/50 whether or not I get A or A+. Either the fight should be shorter and guarantee one score or there should be some skill needed to get higher score.

- poison seems like it does too much damage, but I get a really low score. Does it drop less blood overall?

- Dashes seem to go off in the wrong direction sometimes and I couldn't figure them out. I mostly stopped using dashes except in a couple situations.

- After beating a boss for the first time, the dialogue with the Patron should be shortened to just one line and animations tightened/shortened up a bit. I felt I was staring at a still screen or smashing through dialogue too much.

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Lol this game is scary but fun

Super simple and super fun. Lots to love with this one. Good movement, music, and adorably hellish artistic direction.

If I had a wishlist for this game the first three things would just be for more of it because it's just fun, point blank.

A few more might sound like giving the dash a teensy amount of i-frames (even as an upgrade) and that the down-attack bounced you off the boss a bit so you could get a few pogos in with a good rhythm, and a wall latch/jump upgrade. But that's just my goblin gamer brain being selfish because none of it stopped me from beating the game and actually having fun figuring out each new boss's pattern.

 I'm no dev er anything and I super appreciate getting to play cool @#$& like this, so keep doing whatever you're doin cuz I can groove to this beat.

There's definitely a lot of potential for a game like this despite being a simple boss rush arcade-like; between upgrades, bosses, secret/special boss, stage layouts, even story progression between runs (yeah, we all know the one).

Whether they keep it small and sweet or take it to the limit I'm excited to see what's next for this one! Irregardless it's got a home on my RG35xxSP <3

Thank you so much! We're planning to do more with this project very soon! First will just be some more bosses, but we are thinking of expanding the scope outside of boss rush! 

This was a really nice comment. Thank you for taking the time to give this amazing feedback!

Amazing project!

A very good game. I love the fluidity of the combat and the gameplay. I would request that the stages be a little larger, as they're very narrow and can be somewhat uncomfortable. Everything else is great. I hope it comes out soon!

I knew the title looked familiar! I saw the designer's tweet of him sketching the title on his phone. Never thought the project would be out early. This is amazing!

I managed to create a chainsaw with the alt familiar. With S+++ rank on the familiar and the chainsaw equip (though other alts would probably end up the same) it shoots every -.50 seconds, according to the description. I went into the hoarder fight and got S+++ again before the name even came up. There is a massive wall of blood behind it. There is 1 frame every 10 seconds. Peak game!!!

Wow thats an insane build! Wild stuff! Thanks for playing!

hmm seems interesting good pics good clicks

There is one issue with this game... its TOO EASY, SECOND TRY BABY (if you don't believe that i've beaten hollow knight with controller drift to 108% and i have a laggy laptop so i played in slow mo) i HEAVLY suggest playing this if you like hollow knight the only real issue is its quite short. Thanks devs, JUD JAME!

Found a glitch!

On The Grub, it is possible for it to gain enough speed to exit the map and softlock the game!

The way I did this was to use Masochistic Rain (A+, but any highish rank works here.)

After covering the room in blood, wait for the bouncing ball attack and absorb.

Occasionally, the spikes will continuously hit Grub until it exits the map.

oh man thats insanely broken! gonna have to make a maximum speed for it then, thanks for the report!

first boss easy

second boss hell

i don't now how to pass the first room

i don't even get in the first boos someone help me pl

does this game have controller support? if so im most certainly willing to play it

it most certainly does!!! Rebinds also work for all inputs so play exactly how you’d like!!

ok does it work with xbox controller only or also playstation *im using a unofficial playstation controller*

originally tested with Xbox unsure about playstation

ok great game btw ive played it now

i only just realised you made til depth do us part great game 

by the way please make it so you dont have to choose a buff after every  boss

So found a glitch where killing the tonged boss just crashes the game I think it has something to do with speed because both times I had a broken build and killed it very fast but im not sure 

WOAH that’s a new one! You killed the boss so fast the tongue lost track of the boss haha

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I agree very funny

Very cool game, but funny stuff happens when you get S+++ blot clot active item user and hornets (says -0.50 sec cooldown and means it)

yup I love the chaos that the new upgrades create! Thanks for playing!

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Just played the latest update

Pretty solid all around, and that new boss was cool as well

That said, I feel like the sprite layer of the projectiles from the 3rd boss should be above that the of the boss. I ended up taking quite a lot of damage because I couldn't really see why I was taking damage.

I also think that the colour of the projectiles could be a little different from the environment. Mostly because they kinda blended into the environment sometimes

This also applied to the final boss quite a lot. Everything was red to the point that the boss, it's attacks, the player and the player's attacks all just kinda blended together at times.

I also think the game is maybe a little too forgiving now ? Maybe the player could take slightly more damage with every hit, just to ensure that they can't just tank themselves through the game. Admittedly I kinda did that in some places

Also, just a small suggestion, but maybe a successful stab for health could increase your combo meter depending on the amount of blood you absorbed

All things considered, the update is pretty great overall. Solid work on this.

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Im a fan of your game and art! I would like to give you a cameo in my game. Let me know if you are interested. The game is https://store.steampowered.com/app/3299850/The_Last_Phoenix/ 

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