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Definitely improved from the last time I played it.

  • Forgive me for stating the obvious, but animations are really important in a game like this. The running animation is really funny (maybe that would actually be a good direction to take it, imagine a goofy ragdoll physics game with big booby ladies fighting)
  • O R B
  • Biggest small thing that could improve it: improved hit feedback. Give me a nice meaty THWACK when you hit an enemy, you know? And hitsstun/hitstop. Right now it's like fighting a bunch of ghosts.
  • The kick feels like it charges up way too fast (it gets to the part where it pauses way too fast, that is), and then it releases way too fast, too. Overall I think a slower charging kick without a pause would work better (could be released before full charge for reduced damage).
  • Punch feels too fast, which also adds to the feeling of weightlessness.
  • I didn't manage to hit one of the jumping attacks, even though I tried like 30 times (seriously). Skill issue perhaps, also I'm playing on M+KB which could be why. I MIGHT have actually hit it and not realized it though.

Thanks for giving it another go!

Which running animation do you mean, specifically? The one where she maintains her stance or the normal run? I'd like to try and make the game non-goofy if I can.

Everybody's complaining about hit feedback, so I guess I gotta give it a look.

You're probably right about animations being too, fast, but I'm stubborn and haven't convinced myself I can't make it work yet.

Other people are simultaneously complaining about the jump attack being impossible to hit with and too OP, so I'm gonna have to take a good hard look at it.