reDebug Count Downs
reDebug Count Downs:
Reincarnated With a Debug Overlay That Shows Ability Count Downs
I’ve been reincarnated inside a boss rush; however, instead of unlocking cool powers, all I get are the developers’ debug tools.
Reveal hitboxes, see attack countdowns, and peek at what the boss will do next. The mystic calls it “precognition.” I call it compensating for poorly telegraphed animations.
Your health is your time. Defeat the bosses before it counts down to zero.
- Reveal enemy hitboxes and attack ranges.
- See attack timings and countdowns.
- Preview what the boss will do next.
- Learn to recognize patterns, parry, guard, and dodge.
If the Health Timer is too stressful, disable it in options.
Movement
- Move: WASD / Left Stick
- Aim: Mouse / Right Stick
- Toggle Auto Lock-On: Q / Press Right Stick
- Zoom: Mouse Scroll Wheel
Combat
- Dodge: Spacebar / Left Trigger
- Parry: Shift / Left Bumper
- Guard: Hold Shift / Hold Left Bumper
- Attack 1: Left Mouse Button / Right Bumper
- Attack 2: Right Mouse Button / Right Trigger
Interaction & Menus
- Interact: E / Left Click / Controller Face Button
- Settings Menu: Escape / Options Button
- Back or Cancel: Escape / B or Circle
- Accept: Enter / A or Cross
- Navigate Menus: Left Stick / Right Stick / D-pad
Author’s Note
After several attempts at playing Souls-likes and bouncing off every time, something finally clicked: they’re a lot like a mix between fighting games and rhythm games. At their core, they’re about pattern recognition and timing.
I’ve been thinking about how I could build something that helps communicate that idea. When I saw the theme “Count Down,” my first thought was: attack timings.
My goal is to create an approachable introduction to the Souls-like genre. The game includes mechanics inspired by titles from across the genre: weighty, non-cancellable animations; attacks that can be rotated and retargeted mid-swing; animation cancelling; combos; and several types of dodges and parries.
I’m currently working on making the debug tools more visually digestible and designing a tutorial flow that introduces each mechanic without overwhelming the player.
I’d love to hear what you think about the game and about the genre as a whole. Thanks for playing!
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Meta Progression:
Each time you die, you loose your coins, equipment, and magical upgrades. But, you keep the unlocked mystical and bestiary upgrades.
The enemy prediction mystical upgrades only work on enemy attacks that are unlocked in the bestiary.
You can talk to the blacksmith to read through each weapon's attack combos.
Developer
- Tibor Mester
Assets
- Models & Animations: Kay Lousberg — Complete KayKit Collection
- UI: https://crusenho.itch.io/complete-ui-essential-pack
- Sound Effects: 400 Sounds Pack by Chequered Ink
- Music: Abstraction Music
Tools
- Engine: Godot 4.7.1
| Published | 4 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | TBoar |
| Genre | Action |
| Tags | 3D, Fantasy, Godot, Indie, Short, Singleplayer, Souls-like, Top-Down |
| AI Disclosure | AI Assisted, Code |





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