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>that lighting
>those glowing eyes
>those animations
>that slapping step sound

Nightmare fuel.

First what I did in the game without even knowing anything is launching an enemy up and then smacking it again mid air. Good shit.

I wish sprint then jump then strong attack launched a flying kick too as it would be more intuitive and give more creativity with the moveset. It made me actually check the controls to see if there's no dropkick.

Once I got stuck in the axe kick animation until damaged. Probably it got interrupted by an enemy.

The combat would probably need telepgraphing for all attacks for it to be anything more than bumrushing.

I am working on better animations, for the record.

Aerial flying kick makes sense, yeah.

I really thought I'd gotten rid of that axe kick bug. Guess it's back on the list. 

Do you mean the enemy attacks need more telegraphing? I figured I'd try making it so you'd treat the time while they're closing the distance about to attack as part of the telegraphing.

Do you mean the enemy attacks need more telegraphing? I figured I'd try making it so you'd treat the time while they're closing the distance about to attack as part of the telegraphing.

Oh, so keeping distance is the way to go? It kind of works. I does put you on guard the entire time its getting closer though, but I guess letting player reaction block/dodge or outspace enemies would be no good with how quickly combat gets resolved.

Yeah, I'm not like a genius game designer or anything so maybe it'll turn out to be a terrible idea that I'll have to dial back eventually, but basically the idea is if you're within jab range of an enemy and you're not attacking, you better be defending or getting out of range. I'm planning to have more reasonably timed attacks too, but that'll be for stuff like ranged or unblockable attacks.

I think a sufficiently experienced player probably can reaction block or dodge though, since the enemies' fastest attack has about 20 frames before it hits you.