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(1 edit) (+1)

I wasn't talking about the size of the rooms, but the area in which the target can be hit ;)

And since the movement is as it is, it's more difficult to get right beneath them in order to hit than it probably should be...

Floating in the air is probably fine, but on the ground the sideways movement should come to a stop more quickly...

Oh, I see. Are you referring to the collision hitboxes? That too will be revised. In relation to the character motion, I want the players to be able to fully express their intentions. I'll have to come to terms with that, as responsivity is priority.

Thanks for bringing these important aspects to my attention!