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Nice pixel graphics - good job fitting multiple levels, a story, a hub area and even a boss in such a short time!! For me, in combat games like this, removing the anticipation frames for player attacks can give a more satisfying, snappy feel to the fighting instead of lagging that split second between pressing the button and attacking.

Thank you! It did get a little racey with level design only coming in over the last few hours...  Yeah I do want to muck around a bit more with the attacking styles, particularly I think an attack you can do while you keep running would be game changing - e.g. Cloud's running attack from SSBU