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(+1)

Hello Shifful Studio,

Thank for taking time to play the game, I'm glad you liked it.

As far the interns, that was an idea for what kind of attack they should do. I wanted them to tackle you, but I understand. While playing myself, I did not feel like their attacks were going to work out as intended. Also, the sniper was definitely supposed to run away. I didn't put it in this prototype, but I am going to give the player a projectile. I just wanted to see what it was like to fight them without a projectile. So far I've only gone off of my own experiences when designing and I didn't like having to chase the sniper down, but I didn't want to toss away the idea until getting some feedback because someone may find it interesting.

Completely agree with your suggestion about the points, that part will be tweaked later on to make it more of a challenge. As for the second question, I have thought of that and I'm not quite sure it will work out well. However, I'm playing this with a mouse and keyboard and that control scheme might work with a controller. So, I think I will add that functionality for the input for anyone who wants to play that way.

Yeah I didn't really specify it, but it just changes stats. You can think of the styles as giving you access to a set of passive skills and one active skill (kind of). A stands for attack. D stands for defense and S stands for Speed. Pretty simple, but I have found some interesting uses for it which still need to be properly balanced. In the future I will plan to add some indicators to let you when style abilities are in use. Also, did you have issues with the style animations playing correctly?

Thank you for the feedback, it's given me some things to think about.

Noel K.

Hi Noel,

To answer your question, as far as I can tell the style animations played pretty well. Maybe you should alternating between several style animations for each style - so the speed style animations for example will include short quick attacks.