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May I suggest reducing the recovery on attacks/dodge, OR make attacks cancelable by dodging, or any combination of that. The combat feels rather stiff.

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I meant what I said, Nene feels a bit stiff when you are doing battle.
As in the amount of time you are stuck in animation before you can do another action. This is nothing new, or just my preference, this is good game dev 101, is not meant to make the game easier, but to feel more responsive, like coyote time, which for those who don't know, its a reference to old Looney Tunes cartoons where when the coyote would walk past the edge of a pit, he was able to walk a bit until he realizes there's no floor and then falls to the ground. In game terms, you give the player a split second of "air time" after the character walks off a platform where they can still jump, and again, this is not to make the game easier, but to make the game feel more responsive and fair, if you don't have this, the platforms feel slippering and makes you feel like the collision is off.

The game is fine as it is, I just thought the combat wasn't as satisfying as it could be due afore mentioned "stiffness". 

Thank you so much for your input!👍

I would also like to work on improving the jump control and "air time".

(+2)

Acutally,ealier versions were more harder than now.Of course,if you want to defeat those bosses,what important is you need to bring enough mushrooms,and if you play many times,you will found it's actually easy.

Thank you for the great suggestion!

I'd like to make the controls more comfortable and add the ability to cancel in the attack.👍