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Rillabel

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A member registered Jun 07, 2020

Recent community posts

I think it would be nice to be able to set separate separate images for low volume / high volume. Not super high priority but could be cool :^)

Maybe the option to have a layer rotate between images at a set rate? Could be useful for characters meant to have a more hand-drawn feel like the sprites in omori...

A couple suggestions based on my experiences with what worked well in other fighting games:

- Some sort of acceleration / sensitivity minimum for joystick movement? Going from 0 to full speed feels weird, especially when full speed is so much faster than 0, and it's really hard to aim projectiles when aiming also makes your character move

- On the subject of aiming projectiles, perhaps something to make that a bit easier? I don't understand coding very well, but one way to do this might be to project a cone out from where the joystick is and snap on to the player within that cone closest to the center line. Currently, the only way to hit someone far away is to spam projectiles, which makes far too many noises

- As balancing goes, the heavy version of the dash feels far too powerful. Moving about half the distance you do at the moment would feel better, in my opinion. Might also want something to help aim here.

Overall, this is a fantastic concept and I'm excited to see where it goes.

Very, very fun game. My main problem is that the movement feels a bit rigid--the fact that all horizontal motion stops immediately as soon as you stop holding the button makes it feel like there was nothing there to begin with. Perhaps consider adding follow-through? Both in the animations (things like bending knees when landing) and in the movement