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I played some of it, and I liked it. I had been searching for a 3D platformer with close melee combat (because I'm also making one), but there are some things that could be improved:

-The attack while moving is almost impossible to land, and it's kind of annoying. What I mean by that is the hitbox activates too late or is too small, and it moves you forward so much that when I use it in front of an enemy, I just move past them without dealing any damage.

-For some platforming sections, I feel like the player is moving too fast by default, especially on smaller platforms. I would suggest reducing the player's walking speed but keeping the rolling speed the same.

I've only played for about 10 minutes so far (I might be late because of writing this review). I will finish it later.

Thanks for the feedback, I made the biggest changes to the collision in the combat, but also slightly reduced movement speed.

Alright, I played a bit more and have more feedback:

Let's start with some standard 3D platformer stuff.
Adding drop shadow and coyote time would improve the platforming.

Some concerns regarding the fighting . When fighting those punching and sword-wielding mushrooms, it feels like they attack continuously, and the only time I can try to damage them is after a perfect parry. I would suggest to make them have at least a bit of a stop after attacking.

I would suggest adding a form of "aim assist." By this, I mean that if the player is almost rotated in the direction of the enemy, the player should be rotated directly toward the enemy. I have implemented this in my game, and I believe it was a valuable addition.


"example of adjusting players rotation towards enemy when attacking from my game" 

It would be usefull to make it a bit more noticeable when the enemy is damaged, perhaps by having the enemy flash white or red when taking damage.

Also I would make it more noticable when enemy would parry your attack like a sound and some particles when enemy starts a perry.
File:Marth Down B SSBU.gif

"like here for instance you can clearly see when counter starts (gif from SSBU)"

I haven't finished it yet (at least not as of now). I've collected 3 keys and I couldn't platform to the location where I believe the 4th key was located.

If you are looking for a similar game to get some inspiration or check what quality of life features you can add to your game I would reccomend these two 3d action platformers with melee combat "Pseudoregalia" or "Blue Fire" ( but Blue fire I would only reccomend if you can get it on sale)

(9 edits)

There is some coyote time but it's pretty short, only a tenth of a second, so I can extend it to a quarter. For drop shadow, I think it may just make more sense to direct the sun directly downward to achieve that (like in mario odyssey), but I'll have to see if I like the appearance of the environment like this, in which case I'll opt for a different solution. I can make the damage effect more obvious in the short term but will probably play around with this should I return to this more fully. And lastly, I can have the boxer enemies ease up a bit, but the game is pushing the player to learn the essential skill of parrying (which has a pretty forgiving window as it is, especially compared to smash), as otherwise I feel this would make the combat pretty generic and simplistic.

For making a parry obvious, it's really anytime a character chooses to guard, similar to Sekiro, where the timing of the guard is what makes it a parry. Making this too cartoony/obvious I feel would remove the feeling of an actual "duel" or fight on equal terms. The parry effect by itself is already a different sound, color, and size (but again, I'll make spark effect more contrasted from the others)

As for automatically rotating the player, this might make sense for mouse and keyboard and for a more simplistic combat system, but this would end up limiting the player's ability to direction their attacks precisely to hit the enemy from behind. Attack vectors come from the motion of the weapon, not the player, so you can be facing forward and away from the enemy and still hit the enemy in the back depending on the motion of the spoon, which is a technique useful against the more intelligent enemies since they cant block these kinds of attacks.

(3 edits)

Alright I get your vision and respect it.
I'm always up for harder games but at least in my eyes, heard games need to be fair in order to enjoyable, so any quality of life features are welcome at least as long as they dont make game too easy. (At least I didnt get that fair and hard feeling while playing this as I got with cuphead or hollow knight) 

I would still highly recomend to try make game a bit more readable (more clear what attack and or if enemies are trying to counter, I was kinda unable to tell on my laptop screen at least, adding sounds to  enemy attacks and counters beggining would help) but ultimetly is up to you.  (I previous comment I was talking about enemy counter not players)

Good luck if you want to continue this project or in future ones. :D

(Also sorry for an essay of a response, I might be a bit too passionate about making games  :\ )

No need to apologize, this is all very valuable feedback, and I'll take it into consideration!