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Really fun fighting!

Game controls well, character is little jiggly when landing.
Quick attack feels useless, when you hit lands enemy being pushed a little bit and your second hit wouldn't land (if you both stationary). It works only with locking on enemy and W+M1 spam.
With this AI it is hard for me to execute any special attacks, they are good at backing up and I always need to run at them. 
If you stay still, it feels like 25/75 flip if you will hit or enemy will push you on the ground and finish you.
Not sure if it is some tech, but you can hold your special attack if you:
Heavy attack, then press jump/lunge ect and before animation begins you hold heavy attack, this makes character lock on start of special attack animation that will play when you release the button.

Sometimes menu starts to ignore my hovering on buttons exiting and re-entering on the center of the button fixes it sometimes. Menu hides itself way too fast, I am trying to read attacks.

Reminds me of overgrowth with this kicking all enemies around and either killing them instantly or being killed because of your mistake. It is fun, interesting how fights will play in more designed levels.

best run was me running around and catching 1v1's (2d wave was set through menu)
(+1)

Thank you for giving it a try!

I'll try fine-tuning the quick attacks - maybe making them push the enemies less would make them paradoxically more useful.
I've also got some changes to the targeting planned that should make their short range a little less of a problem. (I probably also need to better explain stuff like using dodges to get in close)


Holding your special attacks is intended - you can just hold heavy attack while inputting jump or dodge for the same result.

I'll make sure and change the menu's timer - probably disable it entirely on certain submenus.

(1 edit)

Ok, I played a little bit more with combos, you can even press M2 and hold it, after that choose what button for combo you want to use.
It made it a little bit easier fighting 1vX.
Falling attack is fine, but maybe you could add some air-ground attack (like dropkick) and make "falling axe kick" by holding button down?
Want to point out this again - I am fine with being "one shotted".
It only feels unfair to me because I never got any chance after getting ragdolled. (maybe they could at least hit me hard enough to ragdoll me away, rn they just place me on the ground)

Good luck with combat balancing!

(+1)

Like a kick downwards that doesn't take you all the way to the ground? I'm a little leery of making the player more mobile in the air since the enemies already have trouble keeping up, but I'll keep it in mind.

>It only feels unfair to me because I never got any chance after getting ragdolled.

Oh! Right, yeah, sorry. I don't explain it very well (it's mentioned in the damage state descriptions I think), but you can still slide around on the ground by pressing dodge when you're knocked down.