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Thanks so much for playing!

Yeah I think the main issue is with Unity's animation controller which created some buffering between what was happening on screen and the inputs entered by the player. I'll take some time to rework that part, it's definitely noticeable when you smash the buttons quickly.

(+1)

Yeah, I could definitely see that!

How are you using the Animator? I'd be tempted to use the Crossfade() method to directly change from one animation to the next and give yourself the ability to quickly cancel into another one if you need to.

Yep, that's exactly what I should be doing. Currently a lot of those animations are forced to complete before transitioning the player state, and it actually makes the controls feel sticky and unresponsive. It'll be a good fix for the post-jam version!