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Evil-Dog
Hey there! My real name is Marco Arsenault, I've been making music and games for a while now, I hope you enjoy my stuff ! In fact I order you to enjoy my stuff! :D If you wanna join the Punk-o-matic community, come to punk-o-matic.net and register

Age 43, Male

Game Programmer

QC, Canada

Joined on 11/10/02

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I gave up yesterday on the horseman. Anyway, some really cool game. (some more 'wow-so-cool' text). I also would like to know who voiced who.

General-Ivan: The Blind Swordsman
Apatheria: Flail Guy, Archer 2, Warlock
Sapphire: Dagger bitches
Seymour: Level 1 Swordsman, Archer Leader, Archer 3
Antfish: Horseman

me:HA!yeah fucking right,I'm not playing that.
*1 hour later*
FUCKING DIE ALREADY!!*dies*
anyway,nice game man.

lol what level did you get to?

Hey! :) made a video of me playing this game :)
https://www.youtube.com/watch?v=JnaFXHYKJKI

Haha awesome video :D

One of the most unique and entertaining games I've ever played. The main issue is the bit of a learning curve at the very beginning, but that's to be expected with a game like this. After you figure it out though, it's just about learning patterns, and the game becomes really fun from beginning to end.

So yeah, great job with the game. As others have said, I'd also look forward to a sequel.

Awesome dude :D glad you liked it

Dude, this game is awesome. It is so hard for me to play. It is very, very frustrating. But it's beautiful all the same. A very strict, logical game. Great job on crafting something like this.

I think it will be extended in the future. I would not be surprised if other developers became inspired by your boldness. Any games similar to this one exist already?

I think there are a couple but I think we did something pretty well, especially with the sound placement.
I think others are more like memory games or something

The best pranks are the ones that turn out to be real! :D

Very true :D

Found a glitch,In level 5 after the archers are going to come closer you can kill one of them by attacking.Fix that man

Will do!
What version number does it say in the preloader?

Listening out for enemies and their grunts and yells is a really cool experience. To base a game around the sense of hearing is some serious innovative stuff.

If you don't mind my asking...what do you use for programming and stuff?

-Potent

AS3 it's a flash game

Wish you could retry faster. I've taken to pressing abort then reselecting the stage and pressing space twice to skip back to the fight, rather then wait for the swordsman to gurgle and shout, then watch his dead body for two seconds before I can retry. I'm glad you can skip the intro, but you need to be able to skip right from the instant you die back to another try, especially with how many times it takes to figure out bosses (currently stuck on the mounted swordsman).

Sometimes it feels like I get stuck when trying to turn, I hear my enemy left/right, and I try and turn to face them, holding the arrow key, but their voice never "centers" and I try and deflect when I hear their attack, and die. I can't be sure if it's a real issue or just me messing up somehow, because of the nature of this game...

Faster retry will be in v1.3
Fixes were added where your block could fail when it shouldn't

This game's awesome. The first one that I've actually had to think through in a while. That's all I've got to say. You better make some more games as innovative as this.

We always try to be innovative but innovative is often not very popular. It's hard to have both so....we try fun accessible games and sometimes unique and unsettling ones

V 1.2

v1.3 coming today with fixes and tweaks and some new small features

like what new features?

death hints, new circling sound for the horseman, more skip options

The blind swordsman looks like Evil-Dog.
Are you going to do a full game out of it?It will be cool as a co-op game one player as the blind swordsman and one a pet or something that needs to guide him or both players blind swordsman

It is alreay a full game. What do you mean by full game? Just a bigger game? We have a sequel in mind and it would be bigger

Hated it at first then I became kind of mutual about it..

visualizing pictures in your mind helps such as imagining the enemy raise their weapon upon that grunt and pick up , and then parry directly after..

Yeah! Awesome

can you tell me how to beat the archers? i used to be able to parry the first couple of arrows but now after the update i cant parry them. did you change them?

really? either a bug or you, I'll check
you just have to face the arrow and parry it before it hits you, where it does......ffffFFFFFFFF*hit*
gotta parry just before the hit

I've beaten this game both before and after the patches, and I can tell that you need to make sure that parrying works properly on stage 9.

I can still block the Knight's attacks, but I have to mash the parry key as he's making his attack grunt for it to work (emphasis on during, not before the grunts). I just recently killed him at least 3 times within 10 minutes (in 180 mode) by mashing the parry key during his grunts to make sure I actually parry. This is a huge improvement over yesterday, when I tried for 3 HOURS just to kill him once.

I'll request that you rework parrying so that you can parry again instantly after a successful parry on top of making sure there's nothing extra messing with stage 9, otherwise this apparent parry bug is going to make the game look worse than it is, and the game otherwise feels epic, so please do fix.

Also, by "slower horse sound" that you mention as part of patch 1.3, do you mean when he is circling you from a distance, or while he is attacking constantly? I don't hear a slow horse movement for when he's busy attacking you, so I'd double check that's working too if we're supposed to be able to hear where he is when he's close.

My only other request is that you limit him to 2 or 3 hit and runs before hit attacks relentlessly, as it gets very annoying when he hit and runs any more than that.

P.S. I made a review yesterday too (its on page 2 at time of this post). It's a wall of text, but only because the last 2/3s of it are a guide for those slightly blind of proper ear usage.

yeah I'll be checking those issues, yeah I did mean when he's attacking you and slowly moving around you while doing so.

Good idea limiting the pointless attacks
yeah I read your huge review, nice dissection of the game

In reply to your response:

Thanks much for reading my review and comment here :)

**Something else worth mentioning is how long the horseman circles you in 360 mode**, because that can last for a minute or more before he attacks (or it at least feels that way), which is almost unbearable...

I think that's the last real problem, so the game should be just about completely issue free if parrying the horseman gets fixed plus suggestions like the one above gets put in. I'll also re-mention that adding a separate hint that always tells you where you were hit from upon death would be good, for example, an image of The Blind Swordsman with a sword pointing towards him where he was hit in the upper left corner. It also makes decent sense to have it since The *Blind* Swordsman isn't also The Numb Swordsman (I wouldn't think...).

That's all I got for this one. gl hf out there!

hey evil dog I noticed a grid where I could see my self and the enemies

No idea what kingcole6 is talking about with this grid, I never saw one (nor needed one)...

Anyway, leaving this here to point out that the horseman/knight fight (#9) is as good as fixed, as I managed to defeat him on 360 mode, and I didn't need to spam parry at the right time to make sure it registered either, just 1 per block!

btw, still not hearing the (closeby) circling horse sound, and I might have not mentioned that the first fight in 360 mode is horridly quiet (have to crank up volume to hear him circling you), but I'd say this won't be needing any more patches.

I meant a green arrow (me) and red dots (enemies)