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Hi! Thanks for the feedback. The jump direction is relative to the player and it's current target.

Think of the motion as pushing away from the enemy to do a backflip, pushing towards the enemy to do a jump attack, and pushing adjacent to the enemy to do a side jump.

The way this works has been lifted straight from the 3D Zelda games, but if you have any suggestions on how to implement differently, please let me know!

I use the mouse/keyboard, and I think you should add a mode where the camera is always follow the player, for me it is really awkward to constantly move the camera around or press shift (which does it for me). You could make it toggle-able

I'm considering camera follow at the moment. It will take a little while to implement though and a few use cases to decide e.g. what should happen when you run towards camera? What should happen when you change target in combat? I've put it on the backlog for now, but If I get more interest I'll bump it up priorities.

(+1)

Ok, great game!

Just so you know the latest build has some improved keyboard and mouse controls: https://8bitape.itch.io/swords...

You can rotate the camera with Q and E, O and P or using the mouse.

Awesome, thanks!