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(+1)

Combat moves feel more gritty, grounded, impactful. That's great.
I don't quite like the new movement, though. The slower average movement speed is fine, but there some specific parts that feel off for me.
Warning: this is my personal feedback on movement, which i believe will vary widely from player to player. It's a touchy subject.

  • I don't like the way she turns around when i switch directions. Shorten the time to do that 180, make her do a slower half-step till she finishes turning, adjust something.
  • The boost mechanic eliminates vertical momentum. I believe there should be at least a bit of noticeable fall or jump speed remaining during that action.
  • This doesn't feel like it will match the platforming of the stages that already exist. is it a real mismatch or just my impression from the zoomed-in look of this demo?
(+1)

Also this might be farfetched and a nightmare to code and design so i'm leaving it as just a remote possibility:
Have you considered having separate combat and navigation modes for the character? a toggle button for wing/fight mode switch. It could add variety for each major mechanic but could also increase the ammount of learning the player has to put up with.

I did also consider this, but it seemed like too much for the player to think about.

Thanks for the feedback.

- I might add an initial dash state like Smash Bros where you can instantly turn around when you start dashing.
- The boost mechanic is actually identical to the other Vapor Trails build. You keep any vertical momentum, but you can't fall while boosting.
- I will definitely rework the stages that exist to compensate for the new movement.