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(+3)

I'm a huge fan of the aesthetics of this game! And the idea of the two weapons is interesting, but I might have liked a little more feedback when I do damage or when I take damage.

Feedback on actions really elevates the experience right!?
When developing the game the lack of feedback was certainly noticed, sadly we got a bit messed up with the implementation of things and to add sounds and other actions we had to backtrack.

Aside from the obvious hit sounds, I had some plans for feedback:

For player->boss
Melee attack having a small hit-stop on melee hit,
I was also thinking of having the boss receive a small amount of iframes on melee hits (like charged buster shots on a Megaman boss) but since we didn't have time to implement and test it I dunno if it would fit in this game.
when it comes to ranged hits not much came to mind, but I guess something like making the boss lightly flash would be good enough

For boss -> player
what is missing most aside the cues is an animation for the player getting hurt
In this version the player receives knockback and flashes during iframes,  in your opinion having sound cues and the animation added is enough, or something like a red tint on the screen or an effect on the player needs to be added?

thanks for your attention!

(+2)

I don't have an absolute answer ^^.

I think feedback is part of the game experience and player interactivity. The more feedback you provide, whether visual or audio, the more the player understands and feels that they've done something in the game.

Then it's a matter of figuring out how all these visual and audio cues can fit in with your aesthetic and what you want the player to feel when playing your game.

Moreover, games that demand a lot of our concentration also require good communication with players. They need to know what's going on, without being overloaded with superficial information.

In short, animations, sound or visual signals, red tints on the screen or an effect on the player - all these are valid. Maybe each of these things needs to be added, maybe just a little.

Example: for my game, when my character is wounded, there's a sound that tells us so, the screen turns red for a short moment and of course a heart is removed from the life gauge. I didn't do any animation for the character, as he's far too small on the screen and the game is already moving fast. On the other hand, for your game, the characters are large and contribute enormously to the aesthetics of your game, so we'd like to see a nice animation when we're injured, or even just a single frame. The same applies to sound. The lack of sound when someone is wounded or injured detracts a little from the beauty of your aesthetic and hinders immersion in your world.

In short, my advice: try things out and keep testing your game :D

I wish you all the best for the future in this jam and in game creation ^^

(+1)

thank you so much for the follow up! we will be rooting for you and your project!