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(1 edit) (+2)

The art that's there looks really, really cool, especially the background art. The dialog after the miniboss got a chuckle from me. Since you specifically asked for feedback on controls, I'll give you my two cents in that regard.

- Movement: Seems fine, feels responsive and the speed was good.

- Jumping: You've got variable height jumping in and that works great. The two things that stick out to me right now are 1) no coyote time (being able to jump if you press the button a few moments after moving off of a ledge) and floatiness. A lot of games will increase player fall speed (or gravity's influence) to make a jump feel snappier on the way down, you may want to experiment with this. I don't know if Godot has this function, but leaving a line trail behind your character while testing will allow you to more easily visualize the arc and feel of your jump.

- Dashing: I would think about how the camera interacts with the dash a bit. Right now the camera remains behind for a really long time and then snaps to the player very quickly which givs the dash a bit of a whiplash effect. Also, even without proper animations, just rotating the character sprite a bit can make a world of difference for a dash's presentation.

- Attack: Seems it wasn't fully implemented, but even as is its behavior was inconsistent. Sometimes my weapon would just move downwards very slowly, and sometimes it would move forward very slowly, I was never sure if it was reacting to my directional inputs or was just inconsistent.

Anyway, those are my thoughts. I really enjoyed the art style, and hope you can overcome whatever was holding you back and continue working on it!

Hello there! Thanks for the feedback regarding the mechanics (and yeah, the dialogue was something we had to come up with quickly before publishing the demo) and also the art. It's clear the art is the favorite part for many people; our artists had worked hard on that aspect, with the little time they had due to the setbacks. As for some of comments:

  • The jumping HAS coyote time, but maybe it's too short. We'll keep that in mind. And regarding the fall speed, we've been testing different fall speeds, and we haven't decided which one feels the best. This is one of them. Still, thanks for the comment on that one.
  • We are still working with the camera behaviour during dashing. Any suggestions about how it could behave (especially with Phantom Camera) would be appreciated.
  • No, the attack system isn't fully implemented, we are aware of that. The animations are just placeholders to give an idea about how it works in general (with ground and air combos), so the inconsistency was to be expected.

Thanks again for the comments. We'll have something more polished soon.