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Really cool! I love the movement and how snappy everything is. The attacks feel really good, although the bow draw animation feels unnecessarily long in comparison.

I like the idea of a light and heavy attack, but there seems to be no reason or difference in the attacks? I think the second is slightly slower but that's it. I don't know if the plan is to make stronger enemies where you need the stronger attack or something, but that might also require a slower animation or a longer recovery time to make it feel more impactful as well as riskier.

There is a slight issue with sliding off of tiles. The collider seems to be slightly rounded or sloping on the corner which sometimes causes you to fall off a platform if you land on the very edge.

Other than that it's a lot of fun to just run around, wall jumping and shooting your bow :D

The attacks are going to be different strength and the bow is intentionally designed to have a long draw so that your character is vulnerable during this time. I don't want the bow to be overpowered and this is a way to restrict abusing it. the heavy attack will do more damage and I plan to have it interact with things that the regular attack cant (breaking something open for example).

The current collider on the player character is a capsule shape. another user commented on this and i am currently torn about making an adjustment to it. I could change the current collider or add a square bottom so it reduces/eliminates the slipping. i was originally considering having an animation that grabs the top edge of things and allows the player to pull themselves up (before they gain wall jumping skill). now i may just adjust it and skip the entire hanging idea. im not sure yet, but for the demo i will probably just adjust it to stop the slipping in a future update.

I'm very glad you enjoyed playing it and took the time to comment.
I hope you come back and play again when i get the next update published.