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(+1)

The take on the "summer" theme is a nice change of pace, loved it!

On the combat side though, I don't think I'm a big fan of the character jumping after releasing the jump button, but having implemented this sort of combat in a short time is a big accomplishment itself

Thank you for the feedback my friend!!

I'm not 100% satisfied with the boss "AI" to be honest. First time working on something like that and it turned out its more difficult than I thought.

Also, the reactions work with percentage. For example jump has 60-70% to occurred whenever the player jumps. And if this condition met there is 12-20% to jump backwards.

Don't take me wrong, I don't disagree with your take, just sharing some insight. The only sure thing is that the battle needs reworking.


PS: checked your game and loved the idea! I'll comment there!