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(3 edits)

Thanks for playing and the feedback! Yeah it do be cheeseable, especially since I didn’t spend enough time on tuning my intensity calculation that multiplies with damage, particle size etc.

I plan to implement a more proper gesture recognition e.g. detecting a start and sudden stop in the movement. Also I remember this I found for another project https://godotengine.org/asset-library/asset/3257 (based on https://depts.washington.edu/acelab/proj/dollar/qdollar.html), that might work with some plane projection. I know there’s already LOTS of work done for pose recognition with all sorts of tracking, I just haven’t done proper research during the jam.

I’d like to code some more complex movements for different abilities, similar to the moves in Avatar. It’s inspired by Tai Chi and other martial arts.

Thanks for letting me know it’s too dark, tonemapping is ACES (honestly I don’t know much about rendering, it just looked the best to me). It’s probably just a lack of light. I should have added more torches further in the forest, already lit. I wanted the game to be dark so that part of the experience is to light it up with your flames.

Visuals in general is my weak side in game dev, for this game it was one of my main goal to get better at that (the other was making a VR game for the first time :D)