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demontas96

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A member registered Nov 09, 2019 · View creator page →

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Thanks for the feedback. The balance we tried to strike with the slowdown was between the enemies ability to hit you versus your ability to hit enemies. In testing, maintaining the standard speed made the player practically immortal and there was zero actual risk until we allowed for a slowdown which has the player look for timing and reach instead of swinging wildly to win. They take 3 strikes to kill with the sword(six with jump attack) and personally I had very little issue landing hits in testing then near final upload something got into the mix that made it feel more difficult. The tripping duration is a little long but it can also be useful at times with turning. In the end, we're both still learning a lot about being able to land each aspect we want to include into the game within the deadline as it is my(designer) first accepted submission and my sister(programmer) is nearly as new to Game Jams.

I was the designer on this one and it is unfortunate that we've been hearing about dizziness. I think that started up with one of the Post Processing effects that got introduced near the end but I couldn't figure out which one. Anyway, I'm glad to hear you enjoyed the game and just wanted to respond to the thing about it being a little unforgiving. I get where you're coming from and it ended up that way since the initial concept was to always keep moving forward. That said it is very possible to turn nearly on a dime by either attacking or stumbling(harmless on objects) which slows you down. That was something we kinda built in at a certain point to make it less tedious.

I'm glad you enjoyed our game :) I did consider asking that the player controller have an alternative control method like the mouse but we had a couple roadblocks we had to climb over kicking and screaming so I kept it lower priority. Love the feedback, though, because it's good to know other people were thinking the same thing.