Hey, I beat the boss first try! 😅 Cute little thing, but I really wish the movement was smoother - had to use the bow for regular enemies - melee is very difficult bc of the controls
Hey! Apart from friends sharing their screens on discord, this is genuinely the first time I see someone make a video about the game. So that's pretty awesome!
Constantly working on the controls to get them to feel both good and fair. So any feedback on it is highly encouraged! :)
So points 1 and 2 are intentional. It's supposed to be a matter of "do I attack now and risk taking damage as I will be locked into an animation?" sort of thing.
Your third point sounds like an oversight though! I will have to look into it and the game is far from finished so I expect the balancing to be a bit off. but I still want it to feel natural at least!
I probably should keep them from going there, the other option would be them dying to spikes, but the player wouldn't know that had occurred so they would just find a pile of coins instead.
What this undead creature doesn't realize is... I'm already dead.
Great silky smooth animation work! I would like to see better angles for the ranged attacks. Being able to shoot from chains or from above would be most excellent. Looking forward to more.
Haha! Thanks for checking out this little prototype of mine, so far I don't have a death screen implemented so you are unfortunately immortal, you reminded me that it should be on the upcoming features part!
As for the ranged attacks, I'm still debating on how to handle them fully, personally it felt weird to give the player complete control of the aiming (as mouse aiming is far easier than controller aiming). So I settled at least for now on some "soft" aim assist. But if you have any pointers or ideas about how they should be handled, that is more than welcome!
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Hey! Apart from friends sharing their screens on discord, this is genuinely the first time I see someone make a video about the game. So that's pretty awesome!
Constantly working on the controls to get them to feel both good and fair. So any feedback on it is highly encouraged! :)
Feedback, hm... Well, I don't like these 3 things about melee:
1) You can't move forward when attacking
2) You can't move backward when attacking
3) You can't dash backward when attacking
I don't know if these limitations are intentional though. Anyway, I'll keep an eye on the project and check for updates from time to time.
Ah okay thanks for the feedback!
So points 1 and 2 are intentional. It's supposed to be a matter of "do I attack now and risk taking damage as I will be locked into an animation?" sort of thing.
Your third point sounds like an oversight though! I will have to look into it and the game is far from finished so I expect the balancing to be a bit off. but I still want it to feel natural at least!
Fun little game. XD Made it to the end of the level without dying. I prefer the bow.
Zombies are immune to spikes, and it scares me.
Thanks for playing!
I probably should keep them from going there, the other option would be them dying to spikes, but the player wouldn't know that had occurred so they would just find a pile of coins instead.
What this undead creature doesn't realize is... I'm already dead.
Great silky smooth animation work! I would like to see better angles for the ranged attacks. Being able to shoot from chains or from above would be most excellent. Looking forward to more.
Haha! Thanks for checking out this little prototype of mine, so far I don't have a death screen implemented so you are unfortunately immortal, you reminded me that it should be on the upcoming features part!
As for the ranged attacks, I'm still debating on how to handle them fully, personally it felt weird to give the player complete control of the aiming (as mouse aiming is far easier than controller aiming). So I settled at least for now on some "soft" aim assist. But if you have any pointers or ideas about how they should be handled, that is more than welcome!
Sorry for the late reply. Been on the road for a few days. Awesome. Will check it out. Thanks for the update.