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(+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.