thanks a bunch! the pause on the landing can be followed up by every other action, and is determined by the fall distance, but i get ya and is an easy adjustment.
viperv
Creator of
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>tfw one poor soul
Thanks for the feedback! And yes, there will be better tutorials next time. Though I fixed the current one by adding a dialogue chapter skip and tunnels to exit tutorial mode, it didn't make it til DD40 lol.
As for landing from jumps, yeah they can be cancelled by attacks or just simply doing another action.
Thanks again!
Hey man, thanks a bunch for this! I learned a lot from the impressions!
As for being my initial submission for demo day, i am not surprised how some players are not grasping the mechanics that well and will be addressed next demo-day.
And don't worry, my demo day submissions won't have spicy stuff. that one has a different game page.
As for the impressions, I'm aware with most of the things you said and surprisingly heard a lot of stuff that's new that has some solid reasoning, that I myself never imagined. You also gave a ton of suggestions that some I don't agree on, but most is 100% spot on gonna implement.
Again, thanks for this as it gave me better ideas to present the game to total beginners.
Thanks! How many enemies did you try fighting? Do try it again when the shuriken and backstab ninjas are in, but right now if you're winning with just mashing, that's actually a good sign that you're good. As for the key bind, its on the to do's.
i know nothing of macs and linux sadly but the issue seems apparent: https://github.com/godotengine/godot/issues/44226
I only get to export the game knowing its a 1:1 conversion with other OSes but I guess I'm very wrong, so yeah this is a Godot thing that I can't do anything about :(
Art and animation is very good. Attacks feel like they have impact to them. There were times when it felt like a lost health without knowing why. Either enemy attacks weren't always clear enough, or maybe try making it clearer when your losing health due to lack of bloodlust.
Thanks! and I'm glad you dig it!
In the future, there will be an ingame tutorial stage that will teach all these, but atm all the info is in the mechanics page when paused, but yeah, if you use a skill with not enough bloodlust, you'll be penalized through hp.
As for the error, i know nothing of macs and linux sadly but the issue seems apparent: https://github.com/godotengine/godot/issues/44226
I only get to export the game knowing its a 1:1 conversion with other OSes but I guess I'm very wrong, so yeah this is a Godot thing that I can't do anything about :(
The directional swap will be improved next time as I do get feedback about it being unresponsive.
As for the mechanics, i really designed it to be chaotic. later on, there will be hundreds of flying shurikens and backstabs from all angles and you are supposed to get hit, since you have spamable ways to heal, counter and i-just-got-hit counters with immune frames to get back and send your own chaos, since when youre in control, enemies don't have a chance to fight back.
As for the telegraphed attacks, those will be reserved for the bosses.
Thank you very much for trying the demo and the awesome feedback!
thanks man!
>vibration
my controller rumble is busted right now so i had to move that down in the todo list, but yeah once i can test it, i can simply comment it back on in the screen shake settings :D
>rear attack
in the 1.0 version, you can actually pick either a left or right attack easily, but i had to replace it with the 'special' button. I'll be adding that back tho as a 'quick rear attack' on the shoulder buttons.
thanks again!