Into the darkness
Even the darkness you find light to guide your way<3
maybe there is a bug. got to “heal” sign and wasn’t an apparent way to heal.
starting off with a full set of plate mail is a bad sign. what’s your next armor? a mech suit?
Good. but has greater potential.
I will most likely be copy and pasting this review across different platforms as I’m genuinely surprised the single dev hasn’t thought of making a discord server or a place for suggestions or feedback which is quite strange. Otherwise talking about Watcher Chronicles:
The game is pretty decent. Besides the non customisable controls, janky delay between moves and weird map system I do see the potential. However I want the dev to focus on many subjective flaws I’ve witnessed with 20 hours in and as someone who’s played multiple souls like and from software games.
1. The Mobile controls - I’m not sure the priority of the mobile port , however the controls need to be fully customisable for a game that requires such precision/timings like a very precise parry etc. now the defaults aren’t bad but they are also not great. Furthermore, the game has a delay between moves as I’ve noticed, maybe to balance timings but for a lot of actions like attack into block this delay seems almost in the way.
2. The map - not much to say except for a souls like metroidvania with secrets and a open world, we should be at all times be able to see the map. A hollow knight styled map would be very fitting especially with the type of vibe this world tries to set and it should get updated as one discovers new areas divided by clear biomes on a world map
3. General Gameplay - the general gameplay is…. Fine. The mashy combat with the stamina system isn’t bad but I would rather have a game focused around precise timings like the parry, a feature which in this game is actually done really well but goes almost completely under the radar for the fact that the delay between moves allows for little follow up. The parry is already hard to get down and adding a delay between parry and attacks is just weird. Moreso the fact the parry should replenish stamina but the first instance of a block takes away stamina. It seems almost backwards when you could realistically just use a dodge. I believe the game should try and streamline more what it wants to be: are you trying to opt for sekiro parries? Are you trying to have a mashy style like Hollow Knight? Or are you trying to have precise hits in between boss attacks like the Souls games?
4. The Bosses - having watched someone beat every boss all I can say is they have two major issues: a missing “reward” factor and a repetitive issue. First the bosses all lack a rewarding finish and execution, once you defeat a boss they explode, drop some umbra and boom they’re gone. The explosion is a nice touch but afterwards I should truly feel like their defeat either improved me as a player or it aided in the story. Something that I do not feel. A weapon drop, armour drop or attachment drop which is unique to bosses would easily solve this issue. Second, bosses are too repetitive. The game has so many mechanics to take advantage of yet fails to use more than 3 in boss fights. We have a jump yet no boss uses moves that cover the ground fully. Maybe undodgeable or unblockable sweeps which the player needs to jump over etc. we also have a parry but besides getting an opening for the boss once or twice a fight nothing really helps it. For example a parry could deflect projectiles, reflect damage/lower posture -> could lead to stuns etc. I understand it’s a mobile game, but I think adding more complexity than just attack, side dodge run repeat, we could get something truly satisfying to master
All in all the game is decent yet I just have some major hiccups I wish the devs took time to acknowledge.
The game is pretty decent. Besides the non customisable controls, janky delay between moves and weird map system I do see the potential. However I want the dev to focus on many subjective flaws I’ve witnessed with 20 hours in and as someone who’s played multiple souls like and from software games.
1. The Mobile controls - I’m not sure the priority of the mobile port , however the controls need to be fully customisable for a game that requires such precision/timings like a very precise parry etc. now the defaults aren’t bad but they are also not great. Furthermore, the game has a delay between moves as I’ve noticed, maybe to balance timings but for a lot of actions like attack into block this delay seems almost in the way.
2. The map - not much to say except for a souls like metroidvania with secrets and a open world, we should be at all times be able to see the map. A hollow knight styled map would be very fitting especially with the type of vibe this world tries to set and it should get updated as one discovers new areas divided by clear biomes on a world map
3. General Gameplay - the general gameplay is…. Fine. The mashy combat with the stamina system isn’t bad but I would rather have a game focused around precise timings like the parry, a feature which in this game is actually done really well but goes almost completely under the radar for the fact that the delay between moves allows for little follow up. The parry is already hard to get down and adding a delay between parry and attacks is just weird. Moreso the fact the parry should replenish stamina but the first instance of a block takes away stamina. It seems almost backwards when you could realistically just use a dodge. I believe the game should try and streamline more what it wants to be: are you trying to opt for sekiro parries? Are you trying to have a mashy style like Hollow Knight? Or are you trying to have precise hits in between boss attacks like the Souls games?
4. The Bosses - having watched someone beat every boss all I can say is they have two major issues: a missing “reward” factor and a repetitive issue. First the bosses all lack a rewarding finish and execution, once you defeat a boss they explode, drop some umbra and boom they’re gone. The explosion is a nice touch but afterwards I should truly feel like their defeat either improved me as a player or it aided in the story. Something that I do not feel. A weapon drop, armour drop or attachment drop which is unique to bosses would easily solve this issue. Second, bosses are too repetitive. The game has so many mechanics to take advantage of yet fails to use more than 3 in boss fights. We have a jump yet no boss uses moves that cover the ground fully. Maybe undodgeable or unblockable sweeps which the player needs to jump over etc. we also have a parry but besides getting an opening for the boss once or twice a fight nothing really helps it. For example a parry could deflect projectiles, reflect damage/lower posture -> could lead to stuns etc. I understand it’s a mobile game, but I think adding more complexity than just attack, side dodge run repeat, we could get something truly satisfying to master
All in all the game is decent yet I just have some major hiccups I wish the devs took time to acknowledge.
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Great game
This game is the greatest game I have ever played. I struggle with the first boss but I managed to beat it in the end.
Please make more games
Please make another game of this really love it












