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(+8)

That's really awesome idea and nice short story. And also a good metaphor about how effort can surpass even something fundamental that was considered absolute.
I think this should be sold on steam and you should make money off of your efforts and talented performance.

(+6)

A gorgeous, gorgeous game that I've been thinking about ever since I saw a clip of it on some random content creator's instagram and that I'll be thinking about for a long time after playing it myself (twice through).

Please make the game for android to

глянул игру на стриме, пытаюсь приобрести игру заплатив за неё и не получается. дальше ввода карты ничего не происходит

(-1)

Where can i download thes in android

Got a bug

The round where the Hero dies by himself is infinitely repeatable

(+1)

This is incredible, love it so much

Great story about boss's feelings!

has a good story but so much bug i am hitting the hero but it doesnt count somehow and its happening so many times no he is not dodging or doing something different

i think that's the parry

No he is Just standing there and doing nothing but somehow i cant hit him

maybe bcs the hero supposed to win? i guess

(+1)

This is awesome, the art,  the story, everything)

(+1)

loved the game and the character development :)

(1 edit) (+1)(-1)

Not bad, liked the different ends I found (thought there is probably more), but kinda a bit sad there is no real gameplay, only text you choose really matter (except for one ending), it's clear that the boss attack are flawed to make the hero easily dodge any by just choosing the right placement or the right move, no need for him to do any combo. The game would have made it way better if the dark queen was actually a real threat, but I suppose it would have been complicated to build the hero reactions.

just git good man, all soulslike bosses have ridiculously telegraphed attacks yet people complain about them. Now you get to experience trying to hit this dex build maniac with those dogwater attacks, and even beat him if you can demolish him enough times before he adapts to all of your moves.

? git good about what ? When you hit the enemy it's because the script made it it so you hit him. There is plenty of time when I should have hit him without doing damages at all because he wasn't supposed to get hit at that moment.

(+2)

Будет ли игра переведена на русский и другие языки? Мне бы очень хотелось чтоб была переведена, потому что я не знаю английского.

Will the game be translated into Russian and other languages? I would really like it to be translated because I don't know English.

GOOD!!! I love pixel-art

(+1)

I specifically registered to leave a comment. The story is wonderful, to be honest, at the end I felt deep despair and sadness. The game lacks translation into other languages, it would be great if the author presented the game with more than one exe file so that it could be translated. I would also like more endings, or a full-fledged game. 10/10

What a beautiful story

Brilliant game! Would love to see it published to steam with a couple of additional endings and dialog options! Keep up the good work!

great game main ending is suprisingly dificult to stop
not doign anything is also intresting
and once you figure out his patterns yo ucan actualy beat him and get the winning ending(try fugurign out what pattern it is that makes it simple to win)

(-1)

Please add a good ending.

Main mechanics of game: input lag and input reading by enemy -5/10

Visual style: good pixelart 8/10

Plot: cringe fun fiction about games by 14 y.o. teen who heard about "hardcore games" in school -7/10, or genius story about harassment with ultimate immersion 25/10

Fix report: when you push input of attack on cool down you stop moving, what makes game more frustrating than it can be

(+1)(-2)

I think the problem with this game is that it puts the player in a narrative role that strips them of all their agency. Never at any point playing this did I feel like my gameplay had an effect on how long it took the hero to die or how many times the hero had to fight me. While the story was kinda interesting, it came at the expense of any kind of interesting gameplay. Overall I think this being a bad experience was necessary for the story the developer wanted to tell, which is sad. The only way to fix this would be to enable the player agency, which would mean letting go of the idea of forcing the player to experience what it's like being the boss.

game is frustrating if u want to actually play something that has decent combat, hero keeps dodging attacks that should be connecting and he kills us. game over. if u want to actually win against the hero just face your back to the throne and keep spamming .

*3

(+1)

and call of duty is frustrating if you just want a high school romance game

esta god 

(+1)

A rare gem everyone should play! 10/10

That's so unsual concept in your game. It impessed me. This idea breaks stanadrs of game industry, use my mind. It manipulate my consciousness, and my psyche. It surprised me!!! Thank you!

Beautiful little thing. Had a lovely time. Congrats!

(4 edits)

The depth of combat might be improved via introducing mix-ups. combos and more-or-less expanding queen's painfully narrow arsenal. Which would solve two problems - hero having a designated answer to each separate move of the boss and the part where the opponent just dances close enough to the model so the hits, no matter which phase, basic attacks cannot reach him and slow specials are effortlessly dodged. So, how it would be able to do it while saving the three-button + WASD controls? Well... in a current state, each button - strike, dash, area for short is going off with a delay before and after, which allows the opponent to avoid and retaliate effortlessly. But what if there would be more than one move in a chain, for example - up to three? And the shape in which this move will be executed would be dependant on which  action was performed prior, including the same one.  If we model a situation, it would be... for example - in the first phase, you make a dash, the hero jumps or outspaces. But, the follow-ups couls be a spin-attack with a mace that moves forward, or a soaring motion, as if the queen does a run-up to a jump of her own, culminating in a circle of dark energy, which can be followed up with a dash in a different direction a slam-down with a minor shockwave, or the circle at the feet of the hero, similar how area works now. And only after that, there is a recovery window for the player's attack. That'll make the queen feel truly powerful, as she should as the final boss. Such potential might be unlocked with progress as well. And, to help realise the second phase in such a manner, the healthbar on the transition would better fill up, as with the upgraded sword, it gets over way too quickly, and would rob of the excitement to play with her moveset one it gets hotter. It would be also a prime opportunity to fix the blind zone the second phase has.
 Such a system would require a timer, in which an attack could be followed up. If it doesn't - the recovery ensues. The final part of a combo having a longer recovery time would fix the potential problem of button-mashing.
 In general, such an expansion would make "The Dark Queen of Morthholme" feel like a much more engaging fighting game.
 Not to mention, leading into a more intricate deconstruction of tactics and martial prowess in the exchanges between main characters, akib to the one you have if you keep beating the hero up with just the mace.

and adding guns and online matchmaking would make Fate/Stay Night feel like a much more engaging FPS

Game is a masterpiece dude.  Actually started rooting for the lil guy after a while lol.

Consider dropping a Sub (we're a super small channel) and check the full playthrough if you enjoyed :)

100/10 game 

Literati one of the best games I ever play!!

(11 edits) (+2)

Noticed something that bothered me during playthroughs.
First, the Queen. Her attacks do not combine and have a dodge pattern of 1 action per instance. Which makes it look easy at the part of the adventurer,  even when he didn't face the attack before, at a certain point, he begins to dodge it 100% of the time (if you keep it in a pocket in efforts to surprise him). That's not how it ought to work...
Second, the Adventurer. I noticed that he defies one of the core points of a Souls-like design - each action a player makes must have a recovery window, the one opponents use to punish said action. In this game, the "hero" is able to cut the attack animation right into defence, making thought-out moves futile and painfully reducing the depth of combat. The only action the hero cannot cancel into another is jump, which he does sometimes in attack, and this move is comparatively rare.
This combination of inability to employ player skill in combat, combined with an opponent having only 1 window you can punish makes the fight obnoxious and unenjoyable for a veteran souls-player.

the idea of player doing moves that are similar to a real human player is gross, and the plot lines are nice, too

This was a really enjoyable little experience. The writing was pretty good. I recommend playing it through =)

Listen to me here, the game is really good. I really liked it. The idea of playing as a boss is simply amazing. And the enemy that comes every time and learns all your moves is really a game for every man. 10/10

Necesito más fases, el juego más largo, poder hacer mas combos, necesito mássssssssssssssssssssssss

Very good game!

(5 edits)

Okay, I accidentally came across this game in rus-shorts on YouTube. I researched it, watched a lot of walkthroughs on YouTube and the reaction of the community, even made an account on itch io to speak out! What can I say? The game has an interesting concept in which the player does not play as a hero in shining armor, as is usually the case in soulslike and roguelike games, but as the boss - the final one, the next one - it does not matter. The game's narrative sort of reveals the perspective of the characters' adventures from the bosses' point of view, drawing some philosophy to it, and damn, it's expressed perfectly, which is why I almost shed a tear. It is noticeable that the game was made with enthusiasm, because even the current AAA games do not take me to emotions. I wish the developer to further develop his skills and overcome all kinds of difficulties, as the Hero did. I don't know if it's appropriate to expect this game to continue, because the Queen's story seems complete anyway. Maybe let everyone come up with their own headcanon for the sequel?
p.s. - I used a translator, so please don't judge me too much if I expressed myself incorrectly somewhere)

(+1)(-2)

There was a delay before using attacks and I noticed my attacks were going through but not doing any damage.
This is stupid.

(+5)(-1)

Of course theres a delay, and your attacks have obvious weakpoints. You are the darksouls boss. You are designed to have weakpoints.

Last time when i played dark souls boss used 3 different combo of 4 attack. Its literally game about megaman miniboss with long health bar and second stage what make you different megaman miniboss with high resistance.

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