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(+1)

So I assume with all the health cases being empty, you'd be one hit away from death? I did consider making the hearts red but I wanted the enemies to stand out against everything else and if the hearts were also red, they would be competing. I also assume that health could then be purchased? 

I agree that taking damage happens very quickly, and definitely needs slowing down. The reason it's so fast is because it's in sync with the demon chomp animation, so in order to slow down the attack speed, I'd have had to make more animation frames which I didn't have the energy to do! If I were to just slow the animation down, that would have required some frames to be faster than others (e.g. the biting down frame would have to be much faster). 

I'm really glad to hear that the hit feedback was good, I have taken note and will ensure to carry it through to the next version, whether that be the next release, or an entirely new game using this as a starting point. 

Thank you so much, I will definitely be in contact! 

Yeah, I think the health color just confused me and in the description it says "you get 1 life every 60 seconds", so I think in my head I automatically assumed you start with no health and then regenerate it every 60 seconds. I don't know I don't think it's bad, it's more just that the colour confused me, that's all.

For the hits, have you considered adding invincibility frames after you get hit, so you can't take too much damage in a burst? or something like that, no idea if that would actually work or be any good

(+1)

It's a valid concern though, I'm sure there's something that can be done! A colour tweak could be the answer.

Invincibility frames are a good idea, and the only reason something like that is not already implemented is because I never really tested large groups of enemies after I'd implemented the health /dying system so it just got overlooked.