Scarred By Heaven
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LATEST RELEASE

Combat Demo '2-24' | DOWNLOAD

A short demo of the game's combat system, released on 16-2-2024. The demo contains the game's first six fights (including the first two bosses) devoid of any of their story context, instead featuring a silly non-canon scenario that vaguely connects them. The demo also features a 'post-game' where you can freely fight the early game enemies. At the moment I consider this demo to be a mostly accurate demonstration of how combat will look, feel and function in the final game*. Though, you'll notice some placeholders and unfinished things in places, mostly in the battle backgrounds, some menu UI, portraits and music.

I would appreciate any feedback on the demo in the comment section below! Please report any bugs or strange behavior encountered, and record the error message if the game happens to crash. Thank you!

*There have been a handful of minor changed made to the combat based on feedback recieved from this demo, and I'm currently working on releasing an updated version that implements them. For now, though, here's a list of major things in this demo I would now consider outdated (as of 12-05-24):

  • The term 'Parrying' has been changed to 'Perfect Blocking', and a handful of tutorials have been slightly trimmed, rewritten or added to increase their clarity.
  • There is now a slight 'push-back' on the player when knocking a standing enemy into a wall with a heavy attack, which causes Saki to move with the opponent as they rebound from the wall. This is to prevent the player from overlapping with or moving in front of an enemy as much when performing combos, and will hopefully make them easier to perform, or at least more visually clear.
  • There have been some small adjustments to the dodging, making it easier to perform an attack immediately after a dodge and a clear audio-visual cue when doing so. There is now also some slight momentum given to light attacks performed immediately after dodging, with more momentum being given to ones performed after a backstep specifically.
  • Enemies now have a visual indicator of when they're in the 'stagger immune' state, indicating when their attack wind-ups can't be interrupted by heavy attacks.
  • There have been a variety of small tweaks to reduce enemy aggression and make combos easier, including a fix of a small bug in which enemies wouldn't bounce off of a wall correctly when hitting it at a certain angle.
  • All dialogue portraits have been fully redrawn, and replaced with their new counterparts.