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(+1)

Battle area looks gorgeous. I really like the graphics for this game. Character designs are cute.

Didn't get any where close to beating Louise but it I still enjoyed slowly learning her movement patterns. Spark effect for well timed blocks are really satisfying. It was cool to figure out the kunais can knock her out of her power-up animation.

Dashing feels kinda useless. Doesn't cover enough distance to avoid a lot of her attacks. I sometimes found myself jumping away instead because it covers slightly more distance quickly.

I feel like the camera should be either zoomed out a little or position slightly higher above the player and angled downwards. Sometimes Louise can be obscured by the player character because of how level the camera is. You will probably need to implement some sort of dynamic zoom based on how close you are to enemies too.

Getting knocked down does not feel good. It feels like there's a lag between it receiving my inputs and the character getting up. Doesn't help that the input buffer window seems to be large too so sometimes I would get up and immediately do a basic attack because LMB was pressed once while I was down.

I like what you have so far. I'll definitely check it out next time you submit.

(+1)

Thank you!

Honestly, I'm still quite conflicted on how far the dash should travel, since it used to be about 1.5x-2x as long when I first implemented it. I think the current iteration strikes a decent balance between recovery time, distance, and iframe duration that I quite like, but I've also heard comments on the invulnerability being too short or the dodge feeling unresponsive, so it's definitely something I want to experiment with in future.
Camera is another big aspect I need to really dig into, but these are some good suggestions. The current camera code does a little bit of angling downwards, but it's not very strong and doesn't work well at further distances. Dynamic zoom isn't something I've tried yet, so I'll look into that too. 

Getting knocked down probably shouldn't feel good since it's a form of punishment for messing up. There's 2 types of knockdown you could be referring to here: getting knocked down by a specific strong attack, or getting stance broken when your meter fills up. There's a dodge recovery input for the first almost immediately once you hit the ground, but there's a bigger delay before you can do it on the second since you have to wait until you recover from being stance broken. Perhaps the animation poses aren't clear enough here? As for the input buffer, I believe it's still set at 0.2s  buffer time, so I'll have to investigate the case of attack buffering during stance break and see if it needs to be reduced.