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This is really cool! I like the art, and from what I saw (which wasn't terribly far since I'm bad lol) there's a surprising amount of enemy variety which must have been a lot of work. Reminds me a bit of Hyper Light Drifter.

I think something that would go a long way for this game would be to not lock the player in place during the melee attack animations (Or have them be a lot faster). Attacking enemies in melee range (especially when there are multiple) feels like you're almost guaranteed to take damage just because of how long you are stuck in place- from enemies or a bomb. Having the three-hit combo is cool though.

Overall great job, from reading the game's description this was a stressful one to make, so I'm glad you guys were able to finish and make a cool game!

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Thanks for playing!


I agree on the timing of the Melee. It was a bit of a design conundrum trying to decide how to approach that. I didn't want totally free movement with it, because I felt it provided more value to the dodge. I also didn't want it too fast from the start, as it would make the Attack Speed Boon less valuable. I tried to compensate though by making sure the dodge can interrupt Attacking and Vice versa. Also it suspends the attack-chain combo for a smidge of a second once the dodge ends, so you can one two dodge three, or whatever order. Like many things it for sure needed some more polish and tuning lol.


I love that you relate it to Hyper Light Drifter, that was actually a main reference Houndfall and I used when discussing the gameplay and visual design. Of course that team spent way longer producing a way higher quality game, but to be put side by side to it even a little bit is awesome!


As for the stress, yes. Oh my goodness were so many lessons learned on this lol. For sure the biggest thing is Scale. From now on, my first goal will always be to make sure the player can do a single thing, and that it relates to the theme. THEN and ONLY THEN do I dare contemplate expanding.

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Ah, I didn't realize you could dodge out of the attack animation. That actually helps a lot with what I was talking about lol.

Yeah at the end of the day it's a jam game, so there's only so much tuning you can do. Replaying the game now- I think how you ended up solving the problem on the melee attack timing/lockout is pretty solid.