can confirm, it will either just keep using the previous focused character or just not update the previous image
Titjobenthusiast
Recent community posts
It still gives responses, but for example if shes mad for whatever reason and i create a value for anger then set it to 0, it doesn't take that into account and shes still mad. If i say in my prompt that i set the slider to 0, then it has about a 50/50 shot of actually working.
On another note, a nice feature would be a little blurb explaining what types of things to put in each catagory in the app because it doesn't seem obvious at first glance.
Also funny bug, if this game and orgone collector are both up on the same browser, I've had it push the response that should have been from this game to the orgone collecor tab.
So really good base here, animations are fantastic as always,
1) the stamina mechanic either needs to be reworked or dropped with what you seem to be going for here. Either A) make the max stamina lower with a faster recharge time packed with a shorter delay B) add a sprint function, or C) remove stamina entirely and add a cooldown to the dodge.
The reason for my above suggestion is that, as is, the stamina recharge delay is really sluggish, so the optimal strategy is to spam all of your stamina, then dodge away and wait the full 2 seconds to recharge, which completely stopped the flow of combat, so I think that experimenting with a shorter delay and different max stamina values would be beneficial.
2) The walk speed is fine, but it would be really nice to have a sprint feature, either tied to stamina or not, because one of the main features of the soulslike(esque) genre you are going for is the idea that you need to choose between dodging and relocating so that the attack whiffs, thus allowing you more stamina to attack with. With this current setup this isn't possible; his attacks have a very long range and move him forward, and combined with the way he corrects his facing direction, you need to dodge into range either as he's attacking or be there and wait for an attack to dodge for a damage window.
3) the double swipe and the triple swipe have the same startup animation, this combined with the different dodge timings you need for both makes it frustrating at times to figure out when you are allowed to attack. Maybe making one of those come as an overhead and one as an underhand would help visually distinguish them. This could also be addressed with different sound queues