Took me a few tries to figure out how the slime worked. Some kind of indication that he's been hit even if he takes no damage would be nice. Another button so you can quick attack on the right or if the game just remembered the last direction you pressed and attacked that way would be helpful, no bosses really take advantage of the fact that your fastest attack only comes out on the left side. Movement feels a bit stiff, you start and stop instantly and its hard to tell where the hitboxes actually are. The core gameplay is actually pretty fun, just need to iron out the animations and gameplay a bit more.
Viewing post in Trickster Chaos - Demo | Discountinued jam comments
thanks for the feedback and playing, animations are very much WIP, right and left side animation are supposed to be the same length, unless you meant the frontal animation, I think that's that one's the fastest.
I'm planning to implement input queue so you don't have to stop and can dash into jump into attack right away.
I also had a hit animation for the slimes planned, there's also a sound effect whenever you hit an enemy(perhaps it's only when you reach the real boss HP bar, I'll look into that. or could be drowned out by the music. but yeah, hit VFX on hit will also be played for an indication.
As for where the attacks land I can't think of a simple solution. if hit SFX and VFX on actual hit won't be enough that'll be tough. it is a bit awkward to visualize where the frontal attack is when you're hiding the enemy. I've been playing with visible hitboxes most of the time so that's very valuable feedback. thanks.