🗡️ Lemegeton
[Notice] Thank You to Everyone Who Joined Indie Boostlab (Event Winner Announcement) [4]
Hello, we are WILDPLAN, the developers of . We sincerely thank everyone who played Lemegeton during the Indie Boostlab and took the time to leave feedback. Our entire team is carefully reading every single comment you've sent. Both the sharp critiques and the warm encouragement are a tremendous help as we work to make a better game. There's still a long road ahead, but we'll take your voices to heart and come back with a game that's truly fun. Thank you for your continued interest in Lemegeton! 1. Implemented Guard Feedback Improvement — Improved visual and tactile distinction when guarding Combat Hit Detection Improvement — Adjusted attack and defense timing, improved responsiveness UI/UX Improvement — Enhanced readability and information visibility 2. Planned Tutorial Enhancement — Improving early-game guides to help players understand the basics Sound Enhancement — Strengthening combat sound effects and overall sound quality Story Content Expansion — Gr
[Notice] Thank You for Joining Lemegeton's 1st Indie Boost Lab [3]
Hello, this is the Lemegeton development team at WILDPLAN. We sincerely thank everyone who participated in our 1st Indie Boost Lab. We showcased our combat demo this time, and we were truly grateful to receive so much feedback and encouragement—more than we expected. Our Plans Going Forward The main goal of this Indie Boost Lab was to gather feedback on our combat system and refine it. Once we receive the survey results from Smilegate, we will prioritize compiling and implementing them as quickly as possible. In February: Updated build will be released on Stove Afterward: We plan to apply for the 2nd Indie Boost Lab with additional content Join Our Community We're running a Discord server for faster communication and updates.Feel free to join us through the link below. https://discord.gg/MCEcmkjgyn Thank you again for participating. We'll continue to share our development progress on Discord. Thank you.Team WILDPLAN
[Notice] Lemegeton INDIE BOOST LAB Feedback & Event Participation Guide (01/12 ~ 01/23) [95]
Hello! We are Lemegeton, participating in INDIE BOOST LAB.Lemegeton is a game in its early-to-mid development stage, with about 1 year of development.We're participating to gather feedback on the combat controls.We look forward to your interest and participation! Event Period01/12/26 ~ 01/23/26 1. User Feedback Participation Guide Please share your thoughts to help make Lemegeton an even more enjoyable game!We ask that you play enough to understand the game's strengths and weaknesses before leaving feedback.We recommend playing with the goal of clearing the boss. [How to Participate]① Leave a participation comment on this post! (Example: "I'm participating!")② Play Lemegeton's demo version and write a short review on the store page. ※ Please focus your feedback on the game, highlighting what you liked or found lacking. ※ After closing the client, write your store review and confirm your playtime is properly reflected. (Playtime is recorded based on the data at the time of writing th
[One-LineReview] Game review.
1. Disappointing hit feelingWhen I played the game, I thought that the feeling of hitting through parrying would be important.In that respect, the directing and effects were not bad, but I felt that the sound effect that made me recognize that "I parried" was insufficient.I expected to hear the sound of blocking an attack with a shield or the sound of swords clashing, but I was disappointed because I could hardly hear any sound.Also, I felt that the sound effects were insufficient not only for parrying but also for using skills, so I thought this part should be improved a little more.2. Add a store before entering the bossIn the current version, the store only appears once in the middle stage.So, when entering the boss, I had resources left over, but there was no place to use them, so I felt like it was a waste.I felt that this part was replaced by fully recovering health before fighting the boss, but I thought it would be better to add a store to recover health.
[ParryMaster] Participating in the event.
1. Projectile AttackWhen parrying the above projectile, you shouldn't just try to parry it as you see it flying, but you should parry when the red mark appears inside the circle to get the right feeling.So, I felt that mastering this timing was more difficult than I thought, and in the current version, the monster that attacks with projectiles is not a boss, so I felt that the return was not worth the risk.2. Melee AttackThis is the three-hit dash attack that you have to parry in the boss fight.The judgment is not as strict as I thought, so if you get used to the timing, you can play with a moderate sense of thrill.
[ParryMaster] Parry success
Difficulty: HardPerfect parrying itself wasn't difficult to use if you were determined to use it, but I wondered if it would be worth the risk of getting hit in a chaotic battle or boss fight... I thought it might be a little difficult to use. The difficulty of use itself is mid-to-high? But in terms of practicality, whether you can actually use it during the game? It seems to be of a high level of difficulty, so I think it would be a good idea to ease it by widening the perfect defense judgment time or increasing the holding time of briefly raising the shield for perfect defense.
[ParryMaster] Parrying Master!
Actually, I haven't played parrying games much, so I've been playing with a focus on evasion and long-term battles.But this time, I'm playing with a mix of parrying, focusing on aggressive tactics including the Berserker, so it feels different from what I've done before.Survival is more advantageous with the former, but in the end, I got stuck in the same place anyway. (Died twice to Zerka alone and died at Zerka & Belphegor vs. died twice on the way and defeated Zerka and died at Zerka & Belphegor)It was nice to play more refreshingly...!!Parrying was a bit difficult for me, but I don't think it's so tough that I need it to be made easier!
[ParryMaster] Parrying difficulty... [2]
As someone who finds parrying games difficult, I thought the parrying difficulty was "appropriate."The enemy's attack preparation motion is visible, and if you try a few times, anyone can parry to some extent. I felt this level of difficulty was just right.
[One-LineReview] If you had to describe Lemegeton in one line... [1]
"If you mix just dodging and just guard synergy appropriately, it becomes an exhilarating action roguelike, almost like a hack-and-slash."This is a picture right after entering, but I took it before Zerka's health bar was completed.It looks like I took it when I was at low health.
[ParryMaster] The parrying difficulty, in my opinion, is... [1]
Except for the tricky timing of parrying the spinning scythe of one of the lesser enemies, I think it was generally easy or appropriate.I intentionally kept my health below half and enjoyed the exhilarating feeling of slicing through enemies with increased attack speed.
[ParryMaster] Participating in the Parry Master Event [1]
Parry Difficulty: EasySince the attacks that can be parried are warned with a flash, you only need to press in time with the tempo.You can also receive the grace of the Just Guard Judgment Enhancement passive node.It wasn't bad because parrying was easy, but rather it was fun.
[BugReport] Bug report [2]
My controls stop working as soon as I enter the boss room without any warning. At first, I thought it was the boss's restraint skill, but...It happened like this in the previous try, so I restarted, but the same bug occurred again in a row, which made me lose motivation.
