Here we share some insights on the development of our character movement.
As fans of the metroidvania genre we wanted to get a fast and responsive movement for our character, something that is precise and gives little to no room for guessing when it comes to jump controls and air movement with a similar feel of what can be experienced when playing fast paced games such as Hollow Knight
We think that this is a strong requirement moving onwards with the development of a combat-based game as we want the player to always feel in control of the character, allowing their ability to determine the outcome of any fight.
At the moment we feel that we have implemented a solid movement system with the character able to:
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