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I had to reboot the game a good ten times before the character stopped blinking out of existence after one frame. Any idea of what could be causing this? Curiously, the game still lets the player scroll the screen when this happens.

I... really love the 2.5D graphics. This is a very early build, I'm aware, but for me, the models are already on point. Comfy textures and color scheme too; the blue light lining the underside of the platforms, particularly, is pure aesthetics. I heard some anons say the protagonist needed a color change, with which I mildly concur. You probably don't want a blue main character, kek, and considering he uses a blade, I think a pastel red would fit him and the rest of the ambience well (I'm not a color guy, though. Don't mind me).
The enemies are literally the Pantheons from Mega Man Zero, lmao! The boss battle, though a bit rough, was engaging enough. Its angled punch attack is hectic! I can already see it as a solid intro stage fight, continuing the Mega Man X tradition of pitting us against a huge but easy boss at the start of the game.
The animations, on the other hand, will need some work. As I've said before, the models are amazing, but the rigging alone can make or break a 2.5D platformer. Try looking into the intricacies of CAPCOM's spritework on the various Mega Man entries and translating that into 3D! Also, though I know you'll likely let the player rebind keys at some point in the future, I'd suggest you let the player attack with the keyboard in these early builds too. How about it? Personally, it feels a bit strange using the mouse only to attack when there's no directional aim or camera look function that makes use of it. I'm used to play Mega Man games on the keyboard already (and I couldn't do this on a gamepad to save my life): Z-dash, X-jump and D-shoot in the SNES games and A-dash, Z-jump, X-attack for the GBA entries. It's ultimately your call, but consider grouping the action keys together if you ever do this :)
There are also a few clipping/physics issues common to early builds of platformer games present, but I think you got this covered. READY! Do what Mighty No. 9 couldn't!

Playthrough: ~10 minutes. Beat the boss.

Thanks for the feedback. I have no idea what exactly could be causing the character popping out. One other anon mentioned this as well, but I can't seem to replicate the issue, I'll definitely do a deeper dive into the issue since I do, do some weird shenanigan's at the start of the game to initialize everything, obviously something happening there doesn't work on every system. I might go study up on color theory, the colors on her were picked arbitrarily at the start (I thought it looked ok-ish) so I'm not shocked to hear that it doesn't agree with a lot of people.  I do intend to use the mouse to aim some future abilities which is why I defaulted to the mouse, I don't know if I'll get that far for next DD, but I'll add keyboard only bindings regardless. I agree in that it's probably a good idea to have as a temporary solution until I add rebinding. I'm glad you like the models, I never worked on humanoid models before so making them for this game was my first time. They were the first thing I worked on (I know it's stupid but I felt pretty strongly about making a "character" first) I ended up spending 2 weeks on the main character model lmao.