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The Forgotten Art

rated 3.47 / 5 stars
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Action - Fighting - VS

Credits & Info

Aug 11, 2017 | 4:19 AM EDT

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Author Comments

The Forgotten Art is a game about the art of fencing.
But not the usual things you see in the movies, it looks authentic. The fencing was researched and the moves in the game were studied by me from medieval manuscripts.

The default keys (buttons) are,
Player 1:
A,S - to move
Y - duck (only from specific stances)
T,F,G,H - attack directions
Player 2:
K,L - to move
O - duck (only from specific stances)
Arrow keys - attack directions

Each attack direction does a different action depends on the current stance. See the tutorials for all the moves possible.



Rated 3 / 5 stars

Fun game, if a bit too easy. Poor control scheme and terrible tutorial.

Cheers for the ambition to make such a game.

People find this review helpful!
DolphiusWhaleman responds:

Thanks for your feedback and rating!
(also if you think it's too easy, try beating the quest mode, it's a little bit harder)


Rated 0 / 5 stars

i honestly cannot play this game ive been trying for hours now to figure out why 75% of the time i lose control over my sword like literally my character will be holding it in front of him and none of the controls do anything the other 25% of the time im trying to figure out why i cant stab while not in a bind or when my opponent has his sword in the resting position this is a great idea but the execution of the controls is god awful maybe id know what i was doing wrong if the tutorial explained how different moves interact and how to avoid losing complete control of your sword for a full 5 seconds (enough time to play 5 duels ) i dont care it this game is ment to be "hard core" there is something fundamental wrong when after literally 4 hours i cant get past a random encounter with bandits

People find this review helpful!
DolphiusWhaleman responds:

Before you play the campaign, you should get good with the fighting system. I don't know what's wrong with the buttons :) they are very comfortable for me. And I won my own quest mode, it's not that hard honestly (without exploiting any mechanic by the way).
The tutorial is made in order to show you what moves are there, not explain how to play.
By the way, if you spam your buttons your controls will react slower. Also when the opponent sword is on your sword you can't do anything unless your sword goes around his to make him being in the state you just were and having an advantage on him.
This game does not function like every other fighting game, you have to learn it in order to get good. But thanks for your feedback.


Rated 4.5 / 5 stars


DolphiusWhaleman responds:



Rated 5 / 5 stars

Great game, 5 pommels out of 5 pommels.

But there's bug where in the Quest, I can't enter both riverside villages.

The controls are quite logical (to advance, to halt/point up, to exchange parry / change stance, to zwerchhau). I think its easy for me to follow.

And swordfights without any armor are supposed to end within a half a minute. Man, even with full set armor, those tiny holes left are still lethal to be thrust. Maybe apply easy mode for those who don't understand how lethal these moves are? Maybe add a mode that gives your character or enemy a perk that somewhat requires multiple deathblows in order to erm... die? Like brickhead/thick bone mode? That would be quite funny. Maybe only reward the player if the player finishes it with realistic mode? Or prank them with medieval penis trees if they finish it with brickhead/thick bone mode?

Well, that's just my idea.

About the artstyle I know you are inspired by classic medieval martial arts manual. Those medieval feeling are great.

Very original.

DolphiusWhaleman responds:

The river villages is something I forgot there and decided not to touch in the end.
I agree with you, the pommel hits are too strong.
The first idea of the game was that every fight is short and simple, and you are never supposed to know if you will win or not, so when I made the fighting system I did it first to hit win the battle if his hit is valid. Today I understand it's... not perfect, could be better. Could be slower and more accurate animations and more. So you're right, but, today it's too late to change. If I get to make more games in the future - I would definitely do it, not just 1 hit kill.

Thanks for your feedback and rating!


Rated 3.5 / 5 stars

Not bad, although i have to agree that some matches end WAY too quickly.
That's mostly due to the fact that bots know exactly what stance and move to use as soon as the match starts, without giving you enough time to react properly.
In my honest opinion, i think this game would fare much better in 3D, since it's kind of hard to tell when you're parrying and when you're being parried when the swords looks exactly the same when it's doing that. Also, while i admit that some of these moves are not that hard to understand, you could have done a MUCH better job at simplifying what each move means, like changing ''go around'' to ''change parrying'', and then proceed to explain the benefits of parrying and how to properly remove a parry all on the same tutorial panel.

DolphiusWhaleman responds:

I agree, the game due to the fact that mostly you are unarmoured it ends too quickly.
(In the campaign by the way there is part when you fight armoured knights)
You don't need to good reaction time to do it. Just think about it, if you stand with your sword forward you would want to be careful when you get close to enemies, because they might put their sword on yours and if you can't guess what they will do - it's your end. Or when you see that both you and the enemy break out of the bind it might be a good time to retreat, or in some cases it might be a good time to get very close and attack the quickest attack you can do!
Thank you very much for your feedback. I was just giving some piece of advice that your comment reminded me.