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Seems a shitpost but you can evolve it in a real game:

On combat:

- Y, is intuitive;

- Standard melee punch is super shitty for multiple reasons: is not responsive at all; you need multiple punches to kill; you can't charge it; sometimes seems to miss altogether. You need some knockback on the enemies, otherwise they just pass you by. There are no reason (gameplaywise) for normal punches to exist, the meta is all heavy attacks.

- Because of standard punch, I've gone all heavy atks. Dive kick is very useful and fun, also jump heavy


I usually don't do suggestion because you are the designer, but I tell you: make the orb move, and the level is you following it through shitty situations. Its so obvious that maybe you already implemented it somewhere else.

Second suggestion, since punch is useless, make it somehow ranged. because, again, If you are in melee range you have no reason to not use an heavy attack.

(+1)

I've personally found the punches to have some use - you can throw them out without changing your movement, and a staggered or stunned enemy can't trigger the game over - but yeah, they're not very useful. They do have knockback, though I guess if it wasn't noticeable while playing I probably need to make it stronger. 

You're completely right about the orb; the plan is for it to move around while you try to keep it and yourself safe from the enemies.

I'm probably not gonna change the quick attack just yet - in my head they're gonna be situationally preferable to heavy attacks due to stuff that hasn't yet been implemented. Hopefully they'll find their niche once I have enemies  actually trying to hit you back. While it's a bit beyond my design horizon, my current thinking is that ranged combat will take the shape of using enemy ragdolls to stun other enemies, or throwing weapons to do real damage.

Anyway, thank you for taking the time to try it out!