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Did you use the entire sprite as a bounding box and/or use pixel detection on the entire sprite? If so, I strongly suggest not doing so in the future. The boss being above the player character becomes unintuitive and annoying as a result of the hitbox covering more area than the context would imply.

Other than that, it's a pleasing little game. The dog was cute too. I personally think the boss had too much health, but my experience with other popular games seems to indicate that I get bored of bosses to quickly.

You overestimate our technical knowledge. The player's hitbox was a 50*100 pixel rectangle, and we tried to resize the sprites to roughly fit the box. We wanted to make the game have a more top-down perspective, but our artist didn't know how to draw sprites from that angle, so we did this weird compromise. I agree that the punch hitboxes are unintuitive.

The boss was pretty last-minute. If we keep working on this, we'll definitely tweak him and make him more fun to fight. Thanks for trying it out, though!

It would probably be as easy as making the hitbox a 50*50 rectangle at the player's feet, both for collision and hit detection. That way you can stand "in front of" objects without touching them. It would still be weird when other objects are beneath the player, but I think that's somewhat more excusable.