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(1 edit)

Yeah, I wanted to build a vertical slice of what a longer game's combat evolution might look like, as a test bench for seeing how fluid-dynamics combat would work.
Glad the technical underside seems better (although it has a long way to go!)

Yes, the wind can blow the fire; from watching people play, it seems like the perspective makes it hard to see which part of the fire is the base and which is the higher-up parts - 'grabbing' the base with the wind works better, grabbing the higher-up bits is less effective (because it's further from the ground/less hot).  I plan to have the camera change angle when you activate casting mode to help mitigate this, as well as better differentiating fire that's just high up in the air.

Yeah, the player is a bit slow.  It was too fast before the DD, and I overcorrected... 
(If you're still playing, could you please press F3 and then 'K' at some point?  I'd  be interested to see whether you've got 60FPS or not)

Thanks for playing,  and thanks for the feedback!