The MC is way too slow. The sprint speed should be the normal speed and the stamina bar should be for something like a dash since it's very easy to get hit. Maybe a charged ranged attack as well?
A dash was going to be added for this build but I couldn't finish the animations in time. The framework of it is still in the game as pressing space cancels the current animation being played (and then the player would execute a dash/roll maneuver). I think that will make this a lot more easier.
As for movement speed, I'm concerned that the player being able to move too quickly will trivialize encounters. For now I want to keep it as is, but I understand where you are coming from.
I do plan on adding a ranged attacks. Probably as part of some kind of magic system.
I would make it where there are more enemies at a time with ranged attacks, so the movement would be countered with skill due to managing multiple things at once, at least when you design things overall
I like the look of things. Agree with Tinto on the sprite origins/collision being a problem.
Also, the enemy seemed to have a hard time picking the right directional attack to use. I was flying above it for a while, and for three attacks in a row it would attack down.
Looking forward to seeing what you build this into!
Thanks for mentioning that. Will most likely spend a significant amount of time trying to get enemy behavior right, currently there seems to be a lot of jank.
First, something's up with the "origin" of the character you control: when facing down, the attack seems to come from it's feet, but when facing up, it comes from the head. This makes it hard to aim the attack.
Second, the hitbox seems to be set to be all of the character's body, instead of just the origin point which imho should be set at it's feet. Currently you can step into the bottom's blue tiles without an issue, but not so much into the upper ones because the head hit's the red tiles before you are able to step into the blue ones.
Aside from that it seems to work well, and I like the character sprite.
Fixed up the second thing you mentioned on the new build. The origin point of the player and enemy is set near their feet, at least for collisions.
As for the first point, not exactly sure what to do about that, since I want attacks to happen outside of the player's hitbox (unless the player is performing some animation that is an attack).
Comments
The MC is way too slow. The sprint speed should be the normal speed and the stamina bar should be for something like a dash since it's very easy to get hit. Maybe a charged ranged attack as well?
Noted.
A dash was going to be added for this build but I couldn't finish the animations in time. The framework of it is still in the game as pressing space cancels the current animation being played (and then the player would execute a dash/roll maneuver). I think that will make this a lot more easier.
As for movement speed, I'm concerned that the player being able to move too quickly will trivialize encounters. For now I want to keep it as is, but I understand where you are coming from.
I do plan on adding a ranged attacks. Probably as part of some kind of magic system.
I would make it where there are more enemies at a time with ranged attacks, so the movement would be countered with skill due to managing multiple things at once, at least when you design things overall
Yeah, I'll have to figure something out.
I like the look of things. Agree with Tinto on the sprite origins/collision being a problem.
Also, the enemy seemed to have a hard time picking the right directional attack to use. I was flying above it for a while, and for three attacks in a row it would attack down.
Looking forward to seeing what you build this into!
Thanks for mentioning that. Will most likely spend a significant amount of time trying to get enemy behavior right, currently there seems to be a lot of jank.
Found two weird things while trying your demo:
First, something's up with the "origin" of the character you control: when facing down, the attack seems to come from it's feet, but when facing up, it comes from the head. This makes it hard to aim the attack.
Second, the hitbox seems to be set to be all of the character's body, instead of just the origin point which imho should be set at it's feet. Currently you can step into the bottom's blue tiles without an issue, but not so much into the upper ones because the head hit's the red tiles before you are able to step into the blue ones.
Aside from that it seems to work well, and I like the character sprite.
Fixed up the second thing you mentioned on the new build. The origin point of the player and enemy is set near their feet, at least for collisions.
As for the first point, not exactly sure what to do about that, since I want attacks to happen outside of the player's hitbox (unless the player is performing some animation that is an attack).
Thanks for the feedback!
This is mostly a showcase of minor changes worked on including: