Slash Stab S...Parry? this project was my take on how stripped down can you make a fighting game while still keeping the core engaging aspects of it. While my first instinct was to make an extremely difficult and challenging game, I found that by pulling the difficulty back, by adding a timer to the opponent's movement as well as making the game slightly more forgiving with input timing was just enough to keep the game just outside an average person's capability, which encouraged them to keep playing in order to refine their skills and win. This was more of a learning experience for me as it allowed me to refine gameplay mechanics beyond where I have ever taken them in the process of creating something engaging and challenging.

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