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(+2)

Hi, thanks for your clarification, although, I'm still a little unsure on this bit

'combat I experienced in your game had a lock mechanic (locking mob into a certain frame unable to do anything), it was always a better course of action to just run out of there.'

I'm not sure I understand this bit in particular as the Dash overrides your sword swings, so you can dash mid attack. It's actually a core feature of the combat as your 3 hit combo holds it's position if you dash and then continue with you sword. Would you be able to clarify a little bit more for me on this point? If not don't worry I don't want to take up your time having to answer my questions.

It's a fair point about the backdash tho, I'll revisit this and see if I can streamline the input somewhat.

(+1)

The only problem i had with the dash feature is the end lag that happens after it is released (like 3-4 frames ) , other than that i found it to be useful for offensive combat . But since the enemies also have ranged attacks (the metal halos they can toss) it is easy to get damaged in between dashes , notably not frequently , but it is out of the player's control . Other than that , it was a great feature that improved the combats fluidity ! Hope this clarifies further ! It's just that this game reminds me off dead cells so much , and that game had almost 0 frame lag , making it a masterpiece in combat , and i hope your game can achieve that flow as well ! (sorry if i am too harsh on it btw , i just nitpick on the small things haha) .

(+2)

Ah okay, I get what you are saying now, thank you. I'll see what I can do to make this better.