Thanks!! Sorry about that :(, sometimes the enemies are a lil slow but they will always come back, I should make it so they come back a bit faster out of bounds for sure
LukeGLi
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Versions comment:
I've uploaded 3 different versions, but they are all basically the same content-wise. Here are the minor differences between the versions:
The first upload (Line Kid.zip) is just to show I've uploaded on time. This one is in the linear color space which has better looking colors.
The other version (Line Kid SofterSFX) has one player hurt sound removed, since it was slightly higher pitched it didn't feel right to me. The SFX is also slightly softer. This one is also in the linear color space. I'd recommend this one because I tuned the SFX to be slightly better, but they are practically the same.
The WebGL build is the only one built in the Gamma color space, that was so it could be built in WebGL. The coloring is not as nice, but it is very slight anyways. This one has the same SFX settings as SofterSFX.
It's a little by design, but also because we didn't have time to balance out the rogue like aspect of the game! I think we made the player too slow and weak to start with and could have probably started the guy a little stronger, so instead of wobbling around clumsily to start there is some sense of power. There is some end lag when you swap before you have control over the character so momentum is maintained, but that problem usually feels alleviated as speed increases.
Thanks! There are actually 2 more bosses after the first one B)
Agree that it is probably too difficult going by various feedback and previous comments as well, going to improve the difficulty curve and add a few more mechanics, one's going to be a mechanic that allows an instant shield spin so that'll solve the shield spin speed issue!
Yes it was :), thanks! I completely agree on the messy hitboxes, we had to rush the second boss due to time constraints, so there was a lot of jank especially on the second boss. There's going to be a lot more hitbox clarity in future releases and we'll probably add a light on the player for the bear's final phase.
Thanks! We hadn't implemented a tutorial yet, but there's a dash attack that could be used by holding the mouse button down, which can get in damage on the bear before he swings. He was supposed to be the second boss but was changed to the final boss after making some content cuts to make the deadline, so he's a little harder than he will be when we move him to second boss and add more content.