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Thanks for the complements and the feedback! The arrow was a solution to two problems.

1: as it is isometric your party members can be completely obscured by the boss the arrow allows for you to still interact which is especially important for back hits

2: for the player sprites to work out their dinstance to the boss their hit boxes needed to be quite large as a result two player spites that where a square away from each other would overlap meaning you’d click on the wrong character.


in future creating a second hit box and allowing the player to click on both the character and the pointer would solve this gripe that you and others shared!

Thanks for the insights on U.I! As I’d never seen a game quite like mine I kinda winged the U.I and made decisions regarding that that made sense to me! I’ll be sure to keep that feedback in mind for a follow up as you aren’t the only one to mention it. 

Also the reason rotate is its own action is to  adhere to the theme better and elevate directional positioning as its own action  for better attack damage and defence resistance. Thank you for the time you spent on my game and I’d be keen to look at yours when I can!!