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(1 edit)

You literally just made debug easier for us, as we now know where exactly the problem lies. Oooooo shut up no way canceling the third attack gives momentum??? I did not know that, sounds like a feature lmaoo - wait I gotta try that movement tech out.

You're literally the only person to notice the love of bloodborne bleeding into this game. I like to think the hag and our gal are related.

Your process sounds quite akin to how KID A was made. I read that somewhere. Honestly, I kinda wanna try your approach, as I just spend an eternity looking for the right chord voicing, the right pedals for guitar, the right LFO and oscillators for synth. It took me a day and a half banging my head against the wall trying to find what works, until this Succession-esk sound (orchestra with hiphop drums) clicked and served the core-gameplay well.

(+2)

It did look like a feature to me, even if I didn't know how to implement it. Going ZOOOM and landing on a parriable attack felt pretty good, there is a gameplay there to be found. Off the top of my head, I believe a multi part boss, or twins boss could profit from it, in that you're attacking the side that is inactive, and can travel to and parry the side that is about to launch an attack.  Once you test it (try it against the laser wall on the dash part of the tutorial), you'll see what I mean.

When you don't have the sound you want from the beginning, or just got stuck with bland sounding music, it's a great way to vent the frustration and search for inspiration within your own output, so while I don't think it's perfect, most correct method, I do recommend doing it when you feel pressed against a wall. (I only managed 5 for this project, but my other game that I postponed to work on the jam ended with 81 tracks* so even if they're not all the best work ever done, getting to output more and play with more songs brings you more joy than being forever on those first four bars)



*= includes many arrangements of a few of them so not 81 different songs technically