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CHAOKO

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A member registered Nov 12, 2018 · View creator page →

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Took the time to 100% it and do some custom levels and did not regret it.

Has a few quirks, but they actually make it out to be a unique while familiar crash experience. Even going as far as to teach you some of the unique tech that resulted from this games slight differences in the extra challenges.

This is an amazing little game with endless possibilities due to the custom level editor.

Ty ty! very cute icon btw wow!!

Really glad ya enjoyed it!

-I've been made aware of the sound glitch thankfully so it may be patched out in a later update if not just in the full game or future demos

-The Flow-Bounce is in fact intentional! It's the secret (albiet mandatory in this demo) tech that made me commit to making the game in the first place.
The way it works is essentially: Flow removes your gravity, so if you start gaining vertical momentum and then press flow, you'll get launched way higher since gravity isn't pushing down on Kila

-Ah! thank you for letting me know about the flame thing, I'll try to accomidate for that for accessability's sake. that's a very good catch.


-Depth is one of the things i'm gonna have to really try and figure out for sure yeah. The shadow and shadow redical was made to aid with this a bit but even i myself have found it can still be hard to know where to align yourself fast enough since the shadow requires you to be directly over an object. Will work on that for the full game

-Getting hit by an enemy while in flow is a known bug i unfortunately haven't squashed yet, sorry! I'll be reworking the damage detection system for sure, it's a bit of a mess right now lol

Thanks for the input! I was worried Ivory may be a bit too hard for a second fight. He was originally intended to be the third fight, and as the creator it's hard for me to determine how hard a fight is from one or another since I know exactly how to time and beat all of them.

I think I'll be increasing the window in which he prepares a punch. He only has 3 punches, but their tell requires you to pay close attention, and admittedly most new players may need more time to process which punch he's throwing. As for the single frame hits, that's quite odd to hear. It's impossible for any opponent to do that. You may mean how his animation cuts off if he hits you right as the mid-punch animation plays, which is when the hit detection checks your input. In the case of Kid Clyde I did rework this by having one frame of the mid-punch animation be in the pre-punch animation, but in the end of the day it's all the same 3 frames when a hit will be detected.

If you're referring to when you're out of stamina, all opponent attacks are thrown faster, but this seems like a general issue that you're talking about. Giving more  time to read what he's going to do should hopefully make his fight much easier, as when you figure out how to beat him, much like the other opponents, he can be beaten pretty quickly.

Yes, but much like in the original Punchout games it will be very tame.

Oh, I kinda hadn't considered that since I always disable it immediately, good point. I should remap that. The controls were kind of a placeholder (Clickteam Fusion Default) until I could get the controller support down, but regardless I'll probably have to change it, likely to Z and X.