movement feels good. couldn't figure out how to swing with the torch, but i wanted to.
for melee FPS games like this i really think it benefits from a charge-to-hold attack like in vermintide.
it seems like you have some kind of a parry/block function. maybe i missed it, but does this work such that you can poise-break the enemy/riposte? that's another essential in these kinds of games, imo.
is there a kick button or did i miss that too?
i assume all the art is fully placeholder. i think with the right art direction and perfecting the combat feel, this could be the start of something great
I like the direction indicator. Controls need some casual lenience, like if holding block before an attack finishes, start blocking after; Still attack if clicking attack too early etc.
Feels like the slashes have inconsistent range but it may be the fault of the arc of the swing which looks awkward to me. Also it seems that they have unequal range which also throws me off. Possibly movement also influences it.
I’ve always wanted to try making one of these directional attack systems. Now maybe this is personal preference, but for me it’s way more intuitive to hold down the attack button to direct the swing (I like that you have both the mouse and move keys direct it, though I’d prefer just mouse) and then release it to actually attack. Especially when the attacks have so much wind up and follow through.
Fighting so many enemies at once gets very tricky when they seem to have more reach than you do. I immediately want to try and cheese them somehow by funneling them in so they can’t surround me but I only played for a couple of minutes and the level just looked like connected boxes with no chokes or obstacles.
Linux version is always appreciated, worked fine.
I don’t like the faceted art-style, but I know a lot of people do. And at least it’s simple and keeps your file size down.
very hard, but then i realized i could easily cancel the enemy attacks, so it all became a matter of timing. BUT, some of the enemy placement seems pretty unfair, at one point i was ganked by 5 of them.
Comments
Cool prototype, I dig your shading a lot. Lighting is great, and I got horny for the glowing red eyes in the darkness, best part of the demo.
I wonder where you'll take this!
torch should not be allowed to go inside wall
there is a cooldown for blocking and attacking, but it does not match the animation, so it just feels unresponsive
difficulty spikes too soon, just more of the same enemy clumping
my sword seems to have less range than their machetes, which is very strange
the choice of attack did not seem to matter
movement feels good. couldn't figure out how to swing with the torch, but i wanted to.
for melee FPS games like this i really think it benefits from a charge-to-hold attack like in vermintide.
it seems like you have some kind of a parry/block function. maybe i missed it, but does this work such that you can poise-break the enemy/riposte? that's another essential in these kinds of games, imo.
is there a kick button or did i miss that too?
i assume all the art is fully placeholder. i think with the right art direction and perfecting the combat feel, this could be the start of something great
It was fun.
YOu should try dark messiah for inspiration for where to go next.
I like the direction indicator. Controls need some casual lenience, like if holding block before an attack finishes, start blocking after; Still attack if clicking attack too early etc.
Feels like the slashes have inconsistent range but it may be the fault of the arc of the swing which looks awkward to me. Also it seems that they have unequal range which also throws me off. Possibly movement also influences it.
Movement looks juddery at 144 FPS.
Barebones but a good premise. Great use of light, needs to be built in every direction but it's honestly impressive especially since it's godot
I’ve always wanted to try making one of these directional attack systems. Now maybe this is personal preference, but for me it’s way more intuitive to hold down the attack button to direct the swing (I like that you have both the mouse and move keys direct it, though I’d prefer just mouse) and then release it to actually attack. Especially when the attacks have so much wind up and follow through.
Fighting so many enemies at once gets very tricky when they seem to have more reach than you do. I immediately want to try and cheese them somehow by funneling them in so they can’t surround me but I only played for a couple of minutes and the level just looked like connected boxes with no chokes or obstacles.
Linux version is always appreciated, worked fine.
I don’t like the faceted art-style, but I know a lot of people do. And at least it’s simple and keeps your file size down.
very hard, but then i realized i could easily cancel the enemy attacks, so it all became a matter of timing.
BUT, some of the enemy placement seems pretty unfair, at one point i was ganked by 5 of them.
i'm glad you added a torch, it was REALLY needed.