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(+1)

Really fun once you get the hang of it.

It’s hard to tell at any point if the character’s attacks will hit an object in front of him. A shadow right under the character or something like that would be really useful.

Moving and attacking cancel each other’s animations. Which creates a bit of an unpleasant feeling in my opinion. The optimal way to play is just hold down space the entire time and move around like that.

Scaling the screen, going fullscreen etc. has some unintended effects on the UI. Some elements don’t scale while others do. This can cause some text to be illegible and put things like the Name input field to go off screen.

If the stage layout was randomized each time, and the controls felt a little better, this could be a really addicting game in my opinion.

Thank you for your great feed back! I will definitely take them into account on the next update <3

(+1)

I forgot to mention. In Godot, try going to Project Settings>General>Display>Window>Stretch>Mode and then setting the stretch mode to canvas_items or viewport. See if that alone is enough to fix the screen scaling related issues. 👍

Ooooh thank you very much for the tip. This is actually my second game in godot so this info is really helpful :D