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(+1)

I agree, sometimes I look up and see I've lost a lot of health. I guess we are missing a take damage sound and maybe removed too much screen shake when hit... What we do have is the blood indicating direction and the health bar doing stuff. Any suggestions on how we could have done? This is one of the harder things in game design i think...

Thanks for playing and writing feedback!!

(+2)

Hit anticipation could have been improved mainly by sound clues as visual clues would be hard to see due the nature of the game's artstyle which is very vibrant by itself, also the music will obfuscate a lot the visual too (sounds also interact with visuals, so a more intense music will cause visual hints to blur a little). The only way I would have done it without changing the entire art direction is lowering the saturation and light a little of the overall game and using neon lights in general to indicate danger + sounds. Regarding the damage it would be cool a more distinct sound and that the music muffles a little.

(+1)

Thank you very much for elaborating! Good input!