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(+3)(-1)

Played the Linux demo and it has potential:

  • The atmosphere and graphics are nice.
  • The plot classic but intriguing.
  • The characters look decent so far.

What I suggest:

  • The controls are non-standard. The normal controls in 2D Japanese games are arrows to move, Z for jump, X for action, C for special. What you have, WASD + Space + QE + PL, is too much, and confusing. You could also had gamepad controls as well.
  • The battles are cumbersome. A better system would be block and attack, or dash and attack, rather than attack at the right moment and spot and maybe you don't get hit. As it is, it's frustrating, rather than fun.
  • The animations could be improved. The characters fill a bit like stickers, they don't move organically. Maybe check the 12 principles of animation by Disney. It's an old book but all good cartoon animators follow those principles, including Japanese anime artists. However this is low priority, in my opinion. I like the aesthetics, it has its charm.
  • The H animations need to be improved. This is the hardest to get right, but also the least important.

Please don't take this as harsh criticism, these are potential suggestions, if you want and can do. I honestly think these would improve the game a lot, but you do what you can, not what you want.

In any case, I'll keep an eye on this one.

(+3)

(¯▿¯) sorry I couldn't add the new bindings for the linux version in the latest patch due to some unexpected compilation errors. (only updated it for windows)

about the animations, the H ones had a completely different timing when I made them in aseprite , turns out I messed up the implementation in the unity animator, and the timing got ruined ..... about the sprites, I guess you mean the npcs right? didn't put too much work in their animations.. they'll be playable characters in the future so they'll get a good treatment don't worry.

About the fights I made the parry too op if you spam it and combine it with the dash but many people missed out on that, maybe I'll add a longer tutorial, but yeah fights in general need to be reworked...

( ´ ▽ )/ anyways glad you enjoyed some parts of the demo, I'll try to fix as much as I can next update

(+1)(-1)

Ok I'll check he new bindings in Windows. I'm glad that you made a Linux version. Usually Unity games never have a Linux port and rely on wine.

What I meant by animations it's classic hand drawn, like what studio Ghibli and Disney do, vs traditional retro pixel style, like what you have and MSDOS games like Commander Keen. Something like Arms Bless 2 by Cinderalle Castle is the style you have, but Dark Hunter Kuro by Pierock Games is what you should aim for, or maybe Eris Dysnomia by Above the Damage, which is somewhat easier. This is difficult to do and more of a long term plan so I wouldn't worry too much. I'm picky for sure in these things. Having a good gameplay, with simple controls is a lot more important. Arms Bless 2 graphics aren't impressive, but it has an excellent gameplay, which is a lot more important. Interestingly Arms Bless 2 also has a complex key setup, with lots of special powers, but somehow it ends up working.

I like this game for sure, it's just that I see a lot of game developers that don't fix important issues and then end up losing momentum and general interest and this is one of the games I'd like to see that not happen. That and maybe I should start making my own games.

(1 edit) (+2)

yes, you could say I'm an amateur with regards to animation...  I'll get better with time don't worry, I'll try Arms Bless 2 like you said

thanks for the feedback  (- ,-)