Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

The AI was really cool, I'm interested in hearing how you implemented it.

The gameplay felt really fun, there was great feedback for everything and many ways to fight.
However, I didn't really understand when to use the shot that drains your health, it seems very unforgiving that it drains 30 health and does not drain that much from the enemy.
I also didn't really use the taunt, I think that's because the game is very fast paced and it's hard to know when.

So I ended up having a much easier time with just the basic shot and dash, which felt great on their own.

I didn't notice a problem with the jump, maybe it could be better but to me it felt okay.
I also always struggle with getting these things to feel right :)

The narrative sounds pretty cool in theory meeting the doppelganger was nice. I think it could be really cool if you had the time to put it in the game.

I think more graphics could have helped a lot, the stick figures and their animations were good, but I really didn't feel like I was in a cave with the white tiles.

The Ai runs on a set triggers. The AI in this project became a new source of pride and joy for me. 

  • Player is invincible
  • Player is close/far
  • Player projectile is touching the AI overlap box
  • Player is above the AI
  • Attack and Dash are on timers

Yeah I think the design was fundamentally flawed because the secondary fire puts you on death's door.

I thought I deleted the taunt. It was a carry over from a previous project. That should not be there.

I think I over scooped on the project because I wanted to incorporate everything I have learned up to the point but after hearing some feed back the basics should have been the entire game in retrospect. 

Jumps be hell. If you got any tutorials that I have not seen yet, please share, I am always willing to improve. 

Thanks, the doppelganger idea was formed from me over scoping the interactions between player and enemy. In the future I think I can give more context because this is the first project where I tried making cutscenes. 

I actually do not know what to do with my tiles. They never go for the impression I want players to have.

Yeah the stick figures are a problem. I cannot dedicate the time to make good sprites for my project and the sprites I look for do not have what I look for. I am in need for an artist to work as a partner on projects. 

Thanks for all the feedback I really appreciate it!

(1 edit)

Yeah you did a really good job on the AI. Thanks for explaining it.
The taunt may not be there, but it was listed in the controls menu, that's why I thought it's button does something when it probably didn't.
You may have overscoped, but sounds like you learned a lot so maybe that scope will be fine for the next one :)
I don't have any jump tutorial unfortunately and I'm also struggling with that part in my games, for my next one I plan on spending a fair amount of time making sure it feels right before moving to anything else.

In terms of the art, I really understand how hard it is. What I did for my game is look at some tutorials and references and try something very similar. Then while working on the game I was able to spend a lot of time polishing them and they became more unique, while I feel like I also imporved a lot from this process.
As a non-artist pixel art was much easier for me, maybe you can start there.

One thing I forgot to say in my original post was that the sound was not playing at the start, and that was because it was turned off in the options by default.

I have attempt to do pixel are before but it still requires basic art knowledge and practice to get good lines on tablet. Drawing on a tablet also hurts may hand more so than a sketch pad. Art assets that go further than stick figures is going to be big challenge for me going forward.