Solid MVP with a satisfying core loop and clear areas for growth
As an MVP, the core loop of Move and Parry is definitely there, and its more enjoyable than I expected. The timing feels fair and challenging, but there is room for iterations on the overall game feel.
TL;DR:
Pros:
1. Satisfying Core Loop: The Move and Parry mechanic is simple , addictive and fun.
2. Polished UI: The main menu and input indicators are clean and very user friendly , for the state of the game.
3. Fair Challenge: The game is as challenging as its fair on a technical level. No mercy, just math.
Cons:
1. Balance Issue: The parry cooldown is currently to slow compared to the enemy spawn rate.
2. Visibility: The 16:9 aspect ratio makes vertical spawns feel sudden and hard to react.
3. Missing Audio Controls: There are sound effects, but currently no way to adjust or mute the volume.
Note to the Dev:
1. Parry Feedback: While technically fair, it feels very unforgiving. Adding a few frames of a "grace period" (or input buffering) would make the parries feel more responsive and less "scammy". It could prevent that frustrating feeling of "Wait ... how was that not a frame perfect block?!".
2. Cooldown and Spawn Rate: Currently, the enemy spawn rate overpowers the parry cooldown. I often found myself in "impossible" situations where I successfully parried one enemy , only to be hit by a second one before the cooldown finished. In its current state, the system discourages proactive engagement and punishes the player for taking offensive actions. Lowering the cooldown or scaling the spawn rate could help.
3. UI and Communication: The flash when the parry is ready is a good start, but a visual cooldown bar or timer would help the player plan their next move. Additionally , a live score tracker is needed to make the +100 point reward feel impactful. On a positive note, the main menu is well designed, and the input indicators are very clear and easy to follow.
4. Screen Real Estate: On a 16:9 resolution, the vertical space is very tight. Because the sprites are large, enemies spawning from the top or bottom leave almost no time to react compared to those coming from the sides. I would suggest to scale down the elements and to add a subtle panning camera that remains centered on the player. This would allow the player to "scout" whats coming, maintain a better overview, and feel less overwhelmed by sudden spawn.
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Solid MVP with a satisfying core loop and clear areas for growth
As an MVP, the core loop of Move and Parry is definitely there, and its more enjoyable than I expected. The timing feels fair and challenging, but there is room for iterations on the overall game feel.
TL;DR:
Pros:
1. Satisfying Core Loop: The Move and Parry mechanic is simple , addictive and fun.
2. Polished UI: The main menu and input indicators are clean and very user friendly , for the state of the game.
3. Fair Challenge: The game is as challenging as its fair on a technical level. No mercy, just math.
Cons:
1. Balance Issue: The parry cooldown is currently to slow compared to the enemy spawn rate.
2. Visibility: The 16:9 aspect ratio makes vertical spawns feel sudden and hard to react.
3. Missing Audio Controls: There are sound effects, but currently no way to adjust or mute the volume.
Note to the Dev:
1. Parry Feedback: While technically fair, it feels very unforgiving. Adding a few frames of a "grace period" (or input buffering) would make the parries feel more responsive and less "scammy". It could prevent that frustrating feeling of "Wait ... how was that not a frame perfect block?!".
2. Cooldown and Spawn Rate: Currently, the enemy spawn rate overpowers the parry cooldown. I often found myself in "impossible" situations where I successfully parried one enemy , only to be hit by a second one before the cooldown finished. In its current state, the system discourages proactive engagement and punishes the player for taking offensive actions. Lowering the cooldown or scaling the spawn rate could help.
3. UI and Communication: The flash when the parry is ready is a good start, but a visual cooldown bar or timer would help the player plan their next move. Additionally , a live score tracker is needed to make the +100 point reward feel impactful. On a positive note, the main menu is well designed, and the input indicators are very clear and easy to follow.
4. Screen Real Estate: On a 16:9 resolution, the vertical space is very tight. Because the sprites are large, enemies spawning from the top or bottom leave almost no time to react compared to those coming from the sides. I would suggest to scale down the elements and to add a subtle panning camera that remains centered on the player. This would allow the player to "scout" whats coming, maintain a better overview, and feel less overwhelmed by sudden spawn.