Late era PS1 games are still gorgeous! Chrono Cross, Parasite Eve 2, Vagrant Story, Dino Crisis 2, Omega Boost when an indie dev targets the PS1 aesthetic they're targeting some in between the actual playstation and dreamcast which is how I like to remember them.
Thanks for showcasing this game! I bought it for under $10 and played it for 2 and half hours on my first session. The Steel Greatsword is an amazing weapon btw :) Awesome game. Love the retro graphics and is easy on the PC.
Personally, I would argue that a lack of animation cancelling is actually a key component of the "souls-like" formula! When you can't animation cancel, it adds that extra weight behind each button press. Like you better know for sure that a heavy attack is gonna connect, because it's a 3 second time commitment before you can do another attack/move out of the way.
@@ChuckPalomo the only souls game that actually had the animation cancel mechanic was dark souls 2, one of the slowest. And it was a good mechanic for pvp, it made it more skilled and complex :( sad they decided to trash every new thing ds2 had, some things were good
@@tutumcorda5972 some attacks are cancellable very early, meaning you can let the weapon go through half the swing, then roll out of it, or use throwables to break the animation. Hitting a wall also speeds up your recovery from an animation, aswell as falling down. Also there are bugs that let you speed up incantations.
You missed a bit of how the stat/level/altar system works. Each stat gives max HP; the other stats are only granted to gear whose color matches the stat. E.g. red might give you the most HP, but its other bonuses only effect red weapons/armor/shields/etc. this is exactly how Dead Cells works
He probably read in the description or a review that the game has similar mechanics to Dead Cell but didn’t know what those mechanics are besides it being a Rogue like
The idea of breaking barrels by jumping head-first into them like some absolute moron is pretty funny. Looks like a fun game, gives me deja vu for a bunch of turn-of-the century games.
I was raised Greek Orthodox and you are absolutely correct about how the priests dress. My godfather was a bishop and he was always rocking it in the black robe with the adornments. Probably not as flashy but still very noticeable, like a magic teacher in a game..
The "Animation Break" you said is called Animation Cancel. Some variations are Dodge Cancel, Block Cancel and Dash Cancel. In Dragon's Dogma, it's an exclusive skill of Rogues. It's essential to Souls-like and Fighting games.
Me too. I'd really like to find a community where aspiring game devs can get together, share ideas and possibly create teams for projects. Like, there is talent everywhere out there, but AAA studios are really hard to break into, and most indie games are solo devs.
@@ChuckPalomo Same. There are some communities out there. I'm in a bunch of subreddits for indie game devs. But getting someone to onboard on a project is pretty much as hard as finding someone to marry and have a child.
the fact you put your shield on your back and have to pull it out each time you block even when using a one handed sword is a deal breaker for me it looks so clunky
@@ChuckPalomo I hate to break it down for you, but a defending shield is for absorbing damage and a parrying sword is for deflecting damage. They are two distinct mechanics.
@@ttsymphonyg Breaking what to me? the idea of blocking and parrying as different things is just an abstraction used in certain videogames. In truth it's the same principle, only a shield offers a larger surface. Don't try to rationalize stupid using recursive logic, game mechanics don't justify themselves simply by existing.
I love how the character waddles side to side when walking and the elephant dude has tiny arms XD The rest seems very well polished though so that just becomes charming. On another note...I'm going out on a limb and say that caffeine is not the worst thing for your gut in montain dew XD
The waddle is funny XD. Also, Mtn Dew is garbage and people should stop drinking it. They had Bromine in it for years, a company that does that to it's customers deserves to go out of business.
I have a few hours on this game and I really enjoy it. Here are some pointers for anyone interested: 1. If you find the thief's armor on a level, even if you don't want to use it, remember where it is, kill all the enemies on the level, go back equip it and use the "LB/L1" special move the armor has to collect gold from all the corpses on the level, then swap back to your armor if you want- it's free gold. 2. Better to get a weapon and armor that match color, stick with them and use the skull altar to pick that color. The lesser health increase doesn't matter- your armor and weapon will have much more defense and attack power by picking the red/yellow/green that aligns with them. You'll get more mileage out of doing this than just beelining for the +40% health. 3. Don't expect your attacks to stun/knockback enemies. Sometimes you'll guard-break, but if you're just poking with RB/R1-RT/R2 attacks, and not parrying, then you're enemy's attack is almost guaranteed to go ahead and follow through. It's something I hope they change. 4. As you may have expected, circle-strafing holding up your shield is *the* S-tier tactic, here. 5. Lastly, go for the extra estus flask, it's 600 gold and that 4th estus flask really helps out in your run, as you might imagine. After you get it, I recommend going for the random weapon in the starting room. The ironclub the prisoner starts with has really low damage and it's worse than just about anything you could randomly get in the first room. 6. *Bonus tip* : The knuckle weapons seem to really suck from my very limited time with them. All in all, pretty fun for like 8 bucks.
These are great tips for beginners, although I have to disagree with some points. 2) I always get 1 point in each color for the 40% HP then I go for the color of the weapon/armor i wish to use. 6) I didn't think I'd like the fist weapon because that's usually not my style in most games, but the knuckles in this game are amazingly fun. Maybe try them out again and give them a fair shake?
@@mr.whiskers3283 Yes the knuckles _are_ awesome- especially the skullhead ones that the first boss drops the blueprint for! I'd only played a few hours when I posted this, but since then I've beat the game and have been playing ont he second tier difficulty. For the health bonus, I get them too, but I save those for when I can't select the color option I want. Let's say I'm going for *red* because my weapon and shield and armor are all red- I go to a little podium and only *green* and *yellow* are available- there's my +40%. I've also noticed that staggering enemies is a lot more common when you're using a big weapon- I didn't really have any two-handers unlocked when I made point #3.
@ Good post. I noticed the Knuckles stance broke the Torture Room Boss several times during the fight. Good tip about saving the 40% until you have no choice ^^
@@lVl_A_L_B_O_R_O Well yeah, mine has both but it's slightly better on PC because naturally PC games are designed with that in mind. So when PC games have controller focus it's even weirder IMO. But again at least 50% of players prefer controller so it's a matter of taste.
@funasylumstudio That's good- it's good to have options. I prefer kb+m a lot of the time (not for souls-style games) but i do end up using a controller sometimes anyway because I use a wired lapboard for my couch/living room tv setup, because my dogs like to crowd me
i talked to the dev about the lack of mouse invert y axis in the demo, that was pretty weird, but it is in the full version, anw, i switched to a ps5 controller on it.
I too dive headfirst into random barrels to see if they contain things. When I do it though, people tend to call the cops. Good on you for getting away with it.
When you lock on to an enemy the camera tries to keep the white lock on indicator in the center of the screen, and that, unintuitively, is the wrong spot for this game imo. In some shooters, the devs put the crosshairs below center screen for various reasons because they felt it would help their game. Typically it improves visibility when paired with the level design and various art decisions in the game. In this game, I suggest the lock on indicator should be above the center of the screen. The player model is obscuring your view of the enemy on the bottom half of the screen while the top half is mostly empty space. By moving the lock on indicator to above center screen they'd keep the enemy unobscured by the player model. Now, I'm no game dev, so there may be issues with this idea that I'm not aware of. That's just my five minutes of observation two cents.
Dynasty Warriors Origins, new one that just came out and vastly improves on the combat (while confusingly reducing you to a single main character), also has full animation canceling with dodge and it feels EXTREMELY satisfying. I could see it being "too floaty", but it's wuxia, so far less of an issue.
For my understanding this game takes the "scrolls" and "weapon type" inspiration from dead cells You have 3 different colors for weapon type. For example in dead cells green is survival Purple is tactics and red is brutal Those are 3 spezialities you can go with Each level up in 1 specialty increases your damage in that speciality but probably if we increase all at the same time we dont do that much damage with any of these weapons For example at begining you upgraded the yellow tier But later (7:13) you choose green Which means you kind of "balanced" it again Making the yellow AND the green one tier little weaker Is always good to go into 1 specialty Edit: 18:45 yeah you get more health but you lose your damage! Thats the mistake people do in dead cells They think more health is good. Even tho it isn't Your damage will continue going under and then fighting bosses etc will be pain
Well Splat, here is the thing, breakables are an addictable mechanic. Any game that has them, ARPG, roguelite/likes etc I just Gotta break em. this game looks semi interesting
8:00 yeah, dude, I, too, avoid gambling 🎰 I'm a recovering addict & I don't need to substitute one addiction for another. Also, the prospect of losing money always outweighed the possibility of winning for me.
I see where you're coming from. It's actually quite reasonable these days to expect that a PC player has access to a controller. On the other hand, that phrase still feels weird to me. For anyone who doesn't understand what I mean. Ask yourself this: Does the inverse hold true? "I don’t think in 2025 there’s anything wrong with designing a console title with keyboard and mouse as a primary control method." Obviously, that's not a fair comparison, but I think people should be able to see my point.
In 2025 there's no excuse for not making a game comfortable to play with a controller *and* k&m. It should be a part of the design priorities from the very beginning of development imo. Also.. why tf does he put his shield on his back??
Seems like all the reviews, while positive, have only around 5 hour playtimes. With that in mind, does anyone know if the replayability value is ok at the current point in development?
Just played the demo of First Berserker Khazan. No animation break. And a super restrictive stamina bar. But the game is visually absolutely gorgeous. Such a shame.
I'm definitely not an expert on being a crazed dungeon dweller with skulls for hands who knows only bestial violence and the rattle of chains; but expecting good results from punching a guy in plate armor seems very optimistic. Probably not comfortable for him, but the plate is going to spread the impact across the wearer; while your knuckles are going to take all of it; and breaking all of the teeny little bones in your fingers sounds unpleasant.
"This game is complete" Four words that immediately spark my interest
"If you can't ball out for Jesus, who can you ball out for?" Splattercat 2025.
nah actually he was just quoting Duteronomy. People sleep on the Dute!
Wise words! Christ is King!
It's basically him or the god emperor of man; depending on the ratio of crosses to skulls in your regalia.
God first
tay tay
That's 100% how I remember PS1 game graphics, and I vehemently refuse to boot any real PS1 game so I can keep this illusion
Even PS2 games looked worse than that.
Late era PS1 games are still gorgeous! Chrono Cross, Parasite Eve 2, Vagrant Story, Dino Crisis 2, Omega Boost when an indie dev targets the PS1 aesthetic they're targeting some in between the actual playstation and dreamcast which is how I like to remember them.
That's how we keep the magic alive, Yuri!
When i think PS1, I think the original FF7 in all its 5-poly-per-character glory.
well throw away anti aliasing and you will get ps 1 graphic.
Game looks clean as hell. Nice bit of SOUL with the old school floating coins.
Thanks for showcasing this game! I bought it for under $10 and played it for 2 and half hours on my first session. The Steel Greatsword is an amazing weapon btw :) Awesome game. Love the retro graphics and is easy on the PC.
Personally, I would argue that a lack of animation cancelling is actually a key component of the "souls-like" formula! When you can't animation cancel, it adds that extra weight behind each button press. Like you better know for sure that a heavy attack is gonna connect, because it's a 3 second time commitment before you can do another attack/move out of the way.
Yeah, though I'd argue that worked better in the slower more methodical older games, before the enemies got so anime.
@@ChuckPalomo the only souls game that actually had the animation cancel mechanic was dark souls 2, one of the slowest. And it was a good mechanic for pvp, it made it more skilled and complex :( sad they decided to trash every new thing ds2 had, some things were good
Elden ring has animation cancelling, and anti-animation-cancelling and anti-anti-animation-cancelling.
I think it's unfun as a whole.
@secretname2670 wait how do you animation cancel in elden ring? You can start a light attack animation and roll out of it?
@@tutumcorda5972 some attacks are cancellable very early, meaning you can let the weapon go through half the swing, then roll out of it, or use throwables to break the animation.
Hitting a wall also speeds up your recovery from an animation, aswell as falling down. Also there are bugs that let you speed up incantations.
You missed a bit of how the stat/level/altar system works. Each stat gives max HP; the other stats are only granted to gear whose color matches the stat. E.g. red might give you the most HP, but its other bonuses only effect red weapons/armor/shields/etc. this is exactly how Dead Cells works
Which he said at the beginning, yet obviously only taken from marketing description while not knowing what dead cells actually are :D
Just normal Splat stuff
He probably read in the description or a review that the game has similar mechanics to Dead Cell but didn’t know what those mechanics are besides it being a Rogue like
@ Which means he never tried to play them - and its a shame, it is truly masterpiece
Was following this game in anticipation! Glad you covered it!!
9:05 that shrine you picked up last was +40% damage to green items and other bonuses too
Thanks!
was just checking this game yesterday, very cool concept combining solulslike with roguelite with generated levels and I like the style
The idea of breaking barrels by jumping head-first into them like some absolute moron is pretty funny. Looks like a fun game, gives me deja vu for a bunch of turn-of-the century games.
19:00 that dude pulling out that 🐟 before he got smoked was hilarious to me 😂
I was raised Greek Orthodox and you are absolutely correct about how the priests dress. My godfather was a bishop and he was always rocking it in the black robe with the adornments. Probably not as flashy but still very noticeable, like a magic teacher in a game..
The "Animation Break" you said is called Animation Cancel. Some variations are Dodge Cancel, Block Cancel and Dash Cancel.
In Dragon's Dogma, it's an exclusive skill of Rogues. It's essential to Souls-like and Fighting games.
"Essential to souls like..."
No. Early Souls games focused on a heavy commitment to your moves. It was part of the challenge.
personally glad that dungeon crawlers are coming back. i would like to make one one day, but i'm too dumb to make a game alone.
Me too. I'd really like to find a community where aspiring game devs can get together, share ideas and possibly create teams for projects. Like, there is talent everywhere out there, but AAA studios are really hard to break into, and most indie games are solo devs.
@@ChuckPalomo Same. There are some communities out there. I'm in a bunch of subreddits for indie game devs. But getting someone to onboard on a project is pretty much as hard as finding someone to marry and have a child.
I knew I remembered this from somewhere, Iron Pineapple played this. The elephant was the thing that stood out.
Yeah, that was quite a while ago now, wasn't it?
the fact you put your shield on your back and have to pull it out each time you block even when using a one handed sword is a deal breaker for me it looks so clunky
Yeah, either parry with your sword or keep your shield out. Pick a lane, devs.
Clunky seems to be baked into the design it seems
@@ChuckPalomo I hate to break it down for you, but a defending shield is for absorbing damage and a parrying sword is for deflecting damage. They are two distinct mechanics.
@@ttsymphonyg Breaking what to me? the idea of blocking and parrying as different things is just an abstraction used in certain videogames. In truth it's the same principle, only a shield offers a larger surface. Don't try to rationalize stupid using recursive logic, game mechanics don't justify themselves simply by existing.
@@ChuckPalomo Game mechanics bring themselves to existence by simply being there, they shape the universe, they don't need justification
It was already on my wishlist!
I love how the character waddles side to side when walking and the elephant dude has tiny arms XD
The rest seems very well polished though so that just becomes charming.
On another note...I'm going out on a limb and say that caffeine is not the worst thing for your gut in montain dew XD
The waddle is funny XD. Also, Mtn Dew is garbage and people should stop drinking it. They had Bromine in it for years, a company that does that to it's customers deserves to go out of business.
I have a few hours on this game and I really enjoy it.
Here are some pointers for anyone interested:
1. If you find the thief's armor on a level, even if you don't want to use it, remember where it is, kill all the enemies on the level, go back equip it and use the "LB/L1" special move the armor has to collect gold from all the corpses on the level, then swap back to your armor if you want- it's free gold.
2. Better to get a weapon and armor that match color, stick with them and use the skull altar to pick that color. The lesser health increase doesn't matter- your armor and weapon will have much more defense and attack power by picking the red/yellow/green that aligns with them. You'll get more mileage out of doing this than just beelining for the +40% health.
3. Don't expect your attacks to stun/knockback enemies. Sometimes you'll guard-break, but if you're just poking with RB/R1-RT/R2 attacks, and not parrying, then you're enemy's attack is almost guaranteed to go ahead and follow through. It's something I hope they change.
4. As you may have expected, circle-strafing holding up your shield is *the* S-tier tactic, here.
5. Lastly, go for the extra estus flask, it's 600 gold and that 4th estus flask really helps out in your run, as you might imagine. After you get it, I recommend going for the random weapon in the starting room. The ironclub the prisoner starts with has really low damage and it's worse than just about anything you could randomly get in the first room.
6. *Bonus tip* : The knuckle weapons seem to really suck from my very limited time with them.
All in all, pretty fun for like 8 bucks.
These are great tips for beginners, although I have to disagree with some points. 2) I always get 1 point in each color for the 40% HP then I go for the color of the weapon/armor i wish to use. 6) I didn't think I'd like the fist weapon because that's usually not my style in most games, but the knuckles in this game are amazingly fun. Maybe try them out again and give them a fair shake?
@@mr.whiskers3283
Yes the knuckles _are_ awesome- especially the skullhead ones that the first boss drops the blueprint for!
I'd only played a few hours when I posted this, but since then I've beat the game and have been playing ont he second tier difficulty.
For the health bonus, I get them too, but I save those for when I can't select the color option I want. Let's say I'm going for *red* because my weapon and shield and armor are all red- I go to a little podium and only *green* and *yellow* are available- there's my +40%.
I've also noticed that staggering enemies is a lot more common when you're using a big weapon- I didn't really have any two-handers unlocked when I made point #3.
@ Good post. I noticed the Knuckles stance broke the Torture Room Boss several times during the fight. Good tip about saving the 40% until you have no choice ^^
that elephant looks so . . .wrong like t rex arms on him
I'm one of those devs that makes controller controls secondary to MnK. If you're on PC honestly it should be expected to be optimized for PC.
God forbid we have both functional.
@@lVl_A_L_B_O_R_O Well yeah, mine has both but it's slightly better on PC because naturally PC games are designed with that in mind. So when PC games have controller focus it's even weirder IMO. But again at least 50% of players prefer controller so it's a matter of taste.
@funasylumstudio
That's good- it's good to have options.
I prefer kb+m a lot of the time (not for souls-style games) but i do end up using a controller sometimes anyway because I use a wired lapboard for my couch/living room tv setup, because my dogs like to crowd me
@@lVl_A_L_B_O_R_O True. Oh yeah I also forgot about Steamdeck, which basically counts as controller play.
i talked to the dev about the lack of mouse invert y axis in the demo, that was pretty weird, but it is in the full version, anw, i switched to a ps5 controller on it.
i remember playing the demo years ago now, so hyped it finally got its release
did you buy it? it's on sale right now.
you know what they say splat: 99% of problem gamblers give up just before they win the jackpot
My man knows his limits. Know you weaknesses, draw those lines in the sand. Life gets easier if you have them.
I too dive headfirst into random barrels to see if they contain things. When I do it though, people tend to call the cops. Good on you for getting away with it.
The souls like + rogue like I was always looking for
When you lock on to an enemy the camera tries to keep the white lock on indicator in the center of the screen, and that, unintuitively, is the wrong spot for this game imo.
In some shooters, the devs put the crosshairs below center screen for various reasons because they felt it would help their game. Typically it improves visibility when paired with the level design and various art decisions in the game.
In this game, I suggest the lock on indicator should be above the center of the screen. The player model is obscuring your view of the enemy on the bottom half of the screen while the top half is mostly empty space. By moving the lock on indicator to above center screen they'd keep the enemy unobscured by the player model. Now, I'm no game dev, so there may be issues with this idea that I'm not aware of. That's just my five minutes of observation two cents.
He walks like me when I’m about to honk out a dirt snake 🐍
Looks pretty cool. I’ll consider it.
Yeah, the elephant guy does look floaty.
ThankYou SirSpla77!
For once I stumbled on to this before watching a video of yours, this game struck me as a 3D version of Dead Cells. Which was nice.
OOooOOoo! I've been waiting for a game like this. I hope they make it work with steam deck as well.
This looks so cool
The walk and run animation looks like the character walks/runs like a frog or bird man
Started this video interested in a dungeon crawling roguelike, ended it planning an intervention for splattercat's gambling addiction.
This looks to have the same system as Dead Cells for the colors, more gear on same color, increases the stats
Hey, Splat, have you seen the game that just came out recently called Ancient Kingdoms? It seems right up your alley!
Dynasty Warriors Origins, new one that just came out and vastly improves on the combat (while confusingly reducing you to a single main character), also has full animation canceling with dodge and it feels EXTREMELY satisfying. I could see it being "too floaty", but it's wuxia, so far less of an issue.
You can turn off sticky keys along with a couple other annoying settings in the Keyboard options panel in Windows.
This looks very fun.
spent 6 hours on it today managed to get through the first and almost second difficulty def worth 12 aud. Its very basic but basic done well.
You do actually have some pretty big Orthodox churches on the west coast.
Father Josiah, from Patristic Nectar, is in southern California.
Finally, something that actually looks like dark souls when they say soul's like
Elephant races are rare and nice to see
The elephant should have a ram or thrust attack after a swing and you are in melee range
Wow, the animations for rolling, drinking estus, and the estus effect look ripped straight out of DS
So many Dead Cells Mechanics in this game!
For my understanding this game takes the "scrolls" and "weapon type" inspiration from dead cells
You have 3 different colors for weapon type. For example in dead cells green is survival
Purple is tactics and red is brutal
Those are 3 spezialities you can go with
Each level up in 1 specialty increases your damage in that speciality but probably if we increase all at the same time we dont do that much damage with any of these weapons
For example at begining you upgraded the yellow tier
But later (7:13) you choose green
Which means you kind of "balanced" it again
Making the yellow AND the green one tier little weaker
Is always good to go into 1 specialty
Edit: 18:45 yeah you get more health but you lose your damage! Thats the mistake people do in dead cells
They think more health is good.
Even tho it isn't
Your damage will continue going under and then fighting bosses etc will be pain
Canadian brass knuckles? You mean hockey gloves?
22:20 yeah, I had to give up the Mtn Dew as I've gotten older, as well. I wonder if sensitivity to caffeine goes up with age for everybody
Makes me wanna play Nightmare Creatures II
grew up orthodox in washington. They are on the west coast.
heavy attack is better to use in this game. I played the demo for a hour or so.
I can't imagine playing any non-shooter with KBM.
Starting to think you and AngoryTom are coordinating these uploads.
Anyone remember the game: Dye By the Sword? This game reminds me of that one.
I’ve never had it but I’m pretty sure there is a caffeine free Mountain Dew.
Well Splat, here is the thing, breakables are an addictable mechanic. Any game that has them, ARPG, roguelite/likes etc I just Gotta break em. this game looks semi interesting
If nobody else told you that Canukles joke was funny af
3:40 Your health bar max literally increased dude.
Aside from maybe some animation/combat work this game looks awesome
Running animation needs to be redone for sure.
the blocking mechanic is F'n BROKEN why do you put your shield on your back between blocks?!
9:34 *skeleton coughs akwardly*
looks neat
14:30 dudes pulling out some Godfrey jump n pounds
excellent!
8:00 yeah, dude, I, too, avoid gambling 🎰 I'm a recovering addict & I don't need to substitute one addiction for another. Also, the prospect of losing money always outweighed the possibility of winning for me.
I don’t think in 2025 there’s anything wrong with designing a PC title with a controller as a primary control device.
I see where you're coming from. It's actually quite reasonable these days to expect that a PC player has access to a controller. On the other hand, that phrase still feels weird to me. For anyone who doesn't understand what I mean. Ask yourself this: Does the inverse hold true?
"I don’t think in 2025 there’s anything wrong with designing a console title with keyboard and mouse as a primary control method."
Obviously, that's not a fair comparison, but I think people should be able to see my point.
Lots of inspiration from Dead Cells in here.
In 2025 there's no excuse for not making a game comfortable to play with a controller *and* k&m. It should be a part of the design priorities from the very beginning of development imo.
Also.. why tf does he put his shield on his back??
Animation breaking? You mean the well known mechanic of Animation Cancelling?
1 min ago? This is a fresh one.
Seems like all the reviews, while positive, have only around 5 hour playtimes. With that in mind, does anyone know if the replayability value is ok at the current point in development?
MyManTalksLikeThis&DoesNot StopToBreath😂
Wait, was that a "I'd rather eat Randy" reference I heard at 8:40???
I've been watching Splatt for years and I still don't know what punchy means
Actually good. The elephant boss could definitely use better animations.
Surprised you haven’t covered Heroes of Hammerwatch 2 yet!
I'm pretty sure he did, but it was a pre-release version.
like the other guy said, he did a pre-release version. I'm sure he'll do another because he seems to really like those games!
Can somebody please tell me why are these enemies crying before they attack?
Just played the demo of First Berserker Khazan. No animation break. And a super restrictive stamina bar. But the game is visually absolutely gorgeous. Such a shame.
I'm definitely not an expert on being a crazed dungeon dweller with skulls for hands who knows only bestial violence and the rattle of chains; but expecting good results from punching a guy in plate armor seems very optimistic.
Probably not comfortable for him, but the plate is going to spread the impact across the wearer; while your knuckles are going to take all of it; and breaking all of the teeny little bones in your fingers sounds unpleasant.
think ill give it a go
The running animation looks like your character shit his pants.
No music?
My first thought after seeing those pants was Emo Souls.
Looks good but only having 8 degrees of movement is a deal breaker
Looks fine to me but could use some improvements 👍
Is this game co op?
why does the giant elefantguy have the arms of a child?
He runs like he’s chafing really bad
roguelike
I suck at and therefore don't like Souls inspired games. Looks cool though, I'm sure it'll have an audience. Thanks Splatty
why no souls-like in the title? i feel like that would be free views and its accurate
Lol, the character moves strangely. It looks like he just shat his pants.
Im a sucker for this crap, sign me right up!
One day I want to make a game where every X number of things you break in a dungeon one will explode taking 1/2 your health. LOL
satan?
You literally lost everything when dying ☠