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(+1)

thanks for the playthrough and feedback!

>move without attacking.

it's on the list, but i'm not quite yet sure how to tackle it, mostly due to how i implemented pathfinding. long story short is unity's default pathfinding took off 5 years from my lifespan.

> sound when they cast fireballs

good idea. i'll try to mess with this more.

>2 hander weapon animations seem very slow

i need to figure out a scaling benefit to them, since most other weapontypes have something to incentivize using it and spending points into it. hmm.

thanks again for playing!

(+1)

"i'm not quite yet sure how to tackle it"

I would just make the mouse pointer ignore the enemies instead of selecting them for attacking if  the setting is enabled (holding down the mouse button to walk should automatically do this if you want to make a quick escape) and allow pathfinding to do it's course finding the closest non obstructed navigable point in the radius, though unity isn't my strong suit.

(+1)

problem with that is that enemies make holes in the navmesh when standing still, since unity's navmesh system is the worst thing to ever be conceived through mortal means. something can for sure be done, but it'll create a lot of issues when walking into/near enemies. i might be imagining a future problem that doesn't even exist, though. we'll see.

thanks again for the feedback and suggestions!

(+1)

I'm certain you will figure it out!