Truly could not ask for a more incredible return. Absolutely incredible work - the timing, the density and inventiveness of gags, the foley, the flow of it all. You've truly outdone yourself, I can only imagine how much work this took to make.
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Truly could not ask for a more incredible return. Absolutely incredible work - the timing, the density and inventiveness of gags, the foley, the flow of it all. You've truly outdone yourself, I can only imagine how much work this took to make.
Really cool and bold adaptation, I love the sense of disorientation created by the harsh colour palette and editing style, extremely appropriate to the point in a Berserk story where the rules of the world break down to demons and madness. You've done an amazing job on the soundtrack especially, it calls to mind Hirasawa's soundtrack from the 90s anime but it's still definitely its own thing.
Berserk is not an easy work to adapt (many have tried!), *especially* as a solo animator, and while this is more of a rapidfire reel of the main emotional beats of the arc which would probably be a little hard to follow without the manga, the effort you've gone to is evident and it conjures a unique and powerful mood, which is the most important thing. You've made very effective use of limited resources. Can't wait to see what you direct next!
There's so much to be said for drilling into a specific aesthetic and the Ena series's whole encartacore vibe, the continual inventiveness of the imagery, is just instantly iconic. Hats off always.
A little bit of a learning curve, but really fun little Souls-inspired piece once I got into the swing of things with parry timing. Definitely a very solid core, and the full game should be a lot of fun. I like the conceit where you need to hit enemies to get resources (I guess that's derived from Hollow Knight and similar). The animations are appealing and readable. Sound design is great - I love the resonant clang that you get from a successful parry.
A few nitpicks I would make: the keyboard controls are quite hard to use layout-wise, and I clicked too fast through the tutorial screen to see what the heal button was. Once I switched to a controller the game flowed a lot better.
The bigger issue is that the boss run got a little frustrating. Sure, it was useful to have some enemies to break to regain magic, but compared to other Souls-like games where it's fairly easy to dodge past enemies, here it felt like a bit of a chore to go through several screens before I could take another go at the boss. I realise 'boss runs good/bad' is a matter of some disagreement, but I wasn't convinced it added much to the game here.
All that said, that's mostly just tweaking stuff. The fundamentals are all there. The backgrounds look good, especially with the cloudy backdrops. The boss had an interesting moveset. I look forward to seeing it more fleshed out with settings and enemies, and what the story will end up being! Nice work!
What else do you need? ;p
Your three-point compositions are so tasty!
Absolutely gorgeous work! Love the three-point and fisheye perspectives and the eye for dense but readable compositions.
Love how intricate and lived-in this is, and the colour choices are fantastic!
Trans woman, illustrator, becoming-animator, sakubuta. A pleasure to meet you!
Female
Illustrator/animator
London
Joined on 9/25/21