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(+1)

Reminds me of the stick figure fight animations from newgrounds and has the same level of juice/attitude -- nice work on that :)

I agree with other folks that the timing window on the reflect was a bit small. I'm not sure if it was frame perfect or not, but saw that you mentioned it was using animation events, so you could have the animation event store the time, then check the time delta between the last animation event and the player input event -- that'd decouple it from the framerate. It's tricky though, I also hit a couple of frame-dependent bugs when working on the code for my submission too. Writing bulletproof game logic is hard...

I like the music and sfx too, very nice level of polish on it. I'd love to see some combos and tightening up the controls so you can switch more fluidly between the different abilities.

Thanks for playing our game!

The timing window on reflect is actually 12 frames for all attacks....the reflect mechanic works just fine If the game runs smoothly.

Right now reflect input gets accepted only during that 12 frames...if you pressed right click anywhere in that 12 frames the parry will happen during the damage event.

But yeah I agree with you that writing bulletproof logic is hard.

There is much more to learn for us.

I'm really glad you liked the music and sfx!

And you know what? We might just update this game after the jam! (Right now you unlock combos before the final boss...we will make some balancing to this game and make it not so frustrating to play)

Thanks a lot for your feedback!