Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

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.