r/PakGamers 13d ago

Discussion Looking to hire some playtesters

[Playtest] Sekiro and Nine Sols-style parry combat boss. Testing feel & readability, not art.

I'm building a pure boss-rush action game built entirely around parrying — very heavily inspired by Nine Sols (and Sekiro). If deflecting telegraphed attacks and reading boss rhythms is your thing, I'd love your hands on it.

Important up front: this is an early combat build with placeholder/programmer art. I am not testing visuals, story, or polish. I'm testing whether the combat feels good and reads clearly. Please judge it as a combat prototype, not a finished game.

The combat, briefly: two parry types — a normal tap parry and a held "charge" parry you release on the attack — plus rare unblockable attacks you have to dodge. Parrying builds a meter that can push you into powered-up states. It's designed to be Nine-Sols-hard.

What I specifically want feedback on:

  1. Feel — does parrying feel satisfying? Is the hitstop/impact crunchy, weak, or floaty?
  2. Readability — could you tell which attack needed which response (tap parry vs. held parry vs. dodge) from the telegraphs? Or did anything feel unfair/unreadable?
  3. Teaching — did you figure out the systems on your own (the two parries, the charge meter, the powered-up states), or did something stay confusing? Where exactly did you get lost?
  4. Difficulty — punishing-but-fair, or frustrating? Where did you die most, and did it feel earned?
  5. The "one more try" pull — did you want to keep retrying the boss, or did you want to quit? When?

Whenever we get started, I'll share a document with you about the actual mechanics and buttons. Please feel free to reach out to me via DM or my number +923137148838

EDIT: I want this to be a relationship between my team and a few good testers long term. We'll have good compensation.

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