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There are quite a few things I wanted to change with the arrows after finishing the game actually. I felt like it would be necessary to have some more variety than the one enemy in the game, and because of that I pushed to get them in the game before the end of the jam. The main goal of the arrows is to build on top of the parry mechanic in a way that the melee attacks couldn't (reflection of the arrows). Originally I had planned to have enemies that shoot the arrows which would mean that the player would be more capable of seeing the arrows as they are being released from an enemy. I think if I choose to stick with the idea of arrows being a level hazard, I will add in a ui element such as a red arrow coming from the side of the screen (position from which it will enter), and pointing in the direction it will be traveling. I also don't feel fond of the hitbox for countering arrows. The way the counter attack works is that if the player is hit will blocking, they will parry an attack. With the arrow, if the player isn't directly hit by an arrow, they wont counter. Thank you so much for your feedback, you were very in depth!