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(+1)

What a silly little game. The visual is definitely where it shines.

I agree with the person before, I think the sword enemy just has too fast of an animation. You could just make it half as fast and it might be fine already. Or better, give it an anticipation animation, so the player knows when to step back.

Overal, I think the animations is where you can get the most improvements here. They are very important for an action game like this, so if they timings are not right, the players will feel frustrated and give up.

Thanks for checking it out and the feedback. The anticipation frames would be where I'd lean to go. Cause of time constraints I had to set a timer for that attack collision to fire instead of programming it based on the frames in the animation which would have been better for the player to stop the attack from causing damage all together.  I'd like to revisit this and flesh it out and make the animations instead of using mixamo in the future.