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Thanks for the feedback! In fact we did a lot of testing, although some minor bugs remain because there wasn't enough to fix them. I'm kinda curious why this particular attack was a checkmate sometimes, could you explain please? 

Thanks for the suggestion about the parrying mechanic, we'll revaluate the gameplay aspect  to make it more smooth :)

We had a lot of fun doing this, it was nice to start learning a new engine and creating all of these different attack patterns and other things, it was an incredible learning experience.

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Same here! Had a blast as well. I got to learn FMOD and Krita! Question; What engine did you guys go with for this jam? So you did do playtests with other people? My bad.

Let's say I was at the top-most platform, the 3 bullets are in the same order shown in the picture. There was no way I could go down to the ground quick enough without getting hit by the bullet from the platform above the ground. Tell me I am missing something. Because like with Hacker's lasers... they show where they are going to fire. That gives me a heads up, but I don't think you could tell which 3 places the bullets are gonna fire at in advance.

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Wanted to implement FMOD but there was no time hahaha. We used Godot! 

No, only us did the playtests, sorry for misunderstanding your point!

I see, maybe if there were turrets on the wall charging the shots would be a good way to show the path and player movement being a bit faster would help too. We plan to see those details after the jam, but having these details being explained like this helps a lot! Thanks :D