Interesting concept. I could see myself changing the 3D orientation, and while falling I need to orientate myself by waiting for the good timing on punching enemies. Could make for a very juicy experience.
Please, I need settings. Let me turn the background music down
The number of enemies is a bit much if combat is selective to if they are on fire? Movement is a bit float but then the sprint is instant compared. Besides that I have no idea what I am doing, beyond the first black flame. I'd try to put an initial route in so the player can tell what is going on as far as what the colors indicate, where they should be going and what the end goal is
The main gameplay loop of chaining enemy punches together is pretty good, even without any polish i can see what its meant to be.
Obviously an options menu would be nice but my main problem is the movement feeling a bit rough, the jumping feels too floaty, which is fine to glide across the stage but makes going anywhere quickly feel weird, along with not being able to carry momentum out of the dash it just kinda feels weird.
I doubt this is how the movement is supposed to be, but the bunnyhopping is way too fast. Also, bunnyhopping where you just mash/hold Space sucks. Implement proper strafe jumping instead. Can't remember exactly how I found it, but there's a working implementation on blueprintUE.
Only being to attack while an enemy is enflamed (not sure what exactly triggers that) makes no sense. Not being able to hurt them is one thing, but what prevents the character from moving his arms?
Not sure how to kill the shield enemies. It says they're only vulnerable while falling; does that mean while you're falling? That doesn't make a lot of sense. I hit one bunch of times, but I didn't see any indication that it was taking damage and it didn't die.
It's hard to test individual mechanics when it throws everything at you at once.
Having to wait for an energy bar to refill to be able to attack seems like it'd just needlessly slow down the gameplay.
Not sure what the gravity redirecting is supposed to be for. It seems useless for combat, but too unrestrictive for platforming.
Comments
Interesting concept. I could see myself changing the 3D orientation, and while falling I need to orientate myself by waiting for the good timing on punching enemies. Could make for a very juicy experience.
Reminds me of that kafka puzzle game but 3d.
Please, I need settings. Let me turn the background music down
The number of enemies is a bit much if combat is selective to if they are on fire?
Movement is a bit float but then the sprint is instant compared.
Besides that I have no idea what I am doing, beyond the first black flame. I'd try to put an initial route in so the player can tell what is going on as far as what the colors indicate, where they should be going and what the end goal is
The screenshots intrigued me enough to try it.
It needs mouse sensitivity settings really badly.
I'm generally against context sensitive actions, is there a reason to do the punching that way? I die too fast to be able to do any useful testing.
The main gameplay loop of chaining enemy punches together is pretty good, even without any polish i can see what its meant to be.
Obviously an options menu would be nice but my main problem is the movement feeling a bit rough, the jumping feels too floaty, which is fine to glide across the stage but makes going anywhere quickly feel weird, along with not being able to carry momentum out of the dash it just kinda feels weird.