Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

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.

Yeah I was probably mistaking the frontal swing for another side swing.