![]() ![]() It is one of those games you can say its not only about fun but learning as well. Jotun is a fantastic game, with beautifully draw graphics and an amazingly interesting story. Highly recommended, only worth $5 due to length. Main game took 6 hours, but replaying bosses for achievements took 17 hours. A combination of 2 special abilities makes every fight much easier. It is very hard at first but becomes so rewarding when you start earning achievements that you initially thought impossible. You must learn each bosses' patterns and adjust your play accordingly. Boss fights constitute the main gameplay of Jotun and they are very well designed. ![]() However, once adjusted, the game is fun and rewarding. The hero does not attack or move as quickly as expected, so the first few hours of play were adjusting to the controls. It Jotun is a great game but has a steep learning curve. ![]() It makes the difference between a game worth playing beacuse of it's content (like Jotun) and an even better game that is also mechanically satisfying.Jotun is a great game but has a steep learning curve. But if you are planning a simmilar project I do very seriously reccomend improving the controls. My gut feeling is that there are some limitations to the engine or game toolset you are using such that it can only support very binary movement and actions, but I may be wrong.Īt any rate, I am still enjoying the game. Essentially one action must flow into the next for an action game to feel satisfying - I would use Bastion as an example of a reasonably simmilar game with exellent controls that feel much better. How controls feel vs how they affect ballance can be difficult to parse. The difficulty I am having is that the state of the control is resulting in a poor gameplay experience. My complaint is not that the game is unballanced - I'm confident the game has been properly ballanced for the present controls. In the end, we choose a move that had a greater opportunity cost but reward the player with a 60% DPS increase. We changed it because too many players were playing the game without ever holding the charge, creating huge difficulty spike for those players. It still is but the damage no longer increase. It used to be an hold and release move with increasing damage. It's funny you mention this for the heavy attack. You can also cancel those attack by dodging and can also do a dodge attack by attacking right after a dodge. It was our goal to create a methodical combat where positioning and taking an opportunity were the core loop of the fight. For the main attack we wanted to put weight behind heavy attack. We didn't want player rolling across every level as we felt it would have distracted from the experience. We wanted it to be a last ditch effort to avoid an attack and not a more efficient way to move around. We felt the roll was a tricky move to balance. You might not agree with it but here is the reasoning behind the point you mentioned: ![]()
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