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Fantastic project, a V1 that looks already fantastic. the gameplay by itself already feels good, gravity feels good, the little knockback seems good enough, pace of animation are perfect to me. 

I have a few suggestions:

• charged attacks could add range and empower the attack (+attack visual & audio feedback when hitting enemies)

• health indication on enemy (maybe a slight sprite change indicating their exhaustion?) & I'm always a fan of having the vanquished enemies on the floor.

• having more abilities like a dash or a parry that could be mixed with a crouching feature (crouch slide?).

• multiple type attacks per enemies for multiple catch animation type would be so cool.  (maybe one animation for contact grab and one for ability grab?) like the wolf that grabs you because she is at your range vs she pins you after a dash.

enemies ideas:

• fat lazy frog. ok so it's a fat frog and she doesn't move a lot but have a tongue that goes pretty far if she sees you... maybe she takes naps but opens her eyes once in a while or when you splash water around/ jump/etc.

• chameleon thing: a chameleon type creature (I'm imagining a kind of dark lizard thing with a very slick, tacticool design! maybe with magical glows like neon strips), that phases when spotting you only to reappear above you, and if you don't move fast enough, slurp, you're gone, only to reappear as a puddle of cum. a fun detail could be that this creature turns transparent under stimulus, and cant control themselves properly as it digest you.

I might come back again and suggest more things. thank you so much for sharing your game <3 please keep it up!!!

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Please don't add a parry. That's been done to death, and frankly, unless it's done correctly, it just dumbs down the game

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I almost agree, I never seen a dissatisfying parry in a game unless it's too free to succeed. ¯\_(ツ)_/ ¯   really depends on what Pthalo decides for future enemies as dodges/parries only fit the most paced action gameplays. depends on the reward for success and backlash for missing are too. I trust Pthalo can make good decisions

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Extremely solid ideas! I might not go for those enemy designs specifically, but I like the gameplay perspective behind them, especially the stealth one. A further charged version of the strong attack is currently planned (technically sort of implemented, but there's no way to obtain it outside of the debug menu) Health indication would potentially be a good idea, though I'd probably just end up with like enemy health bars to save animation time. An i-frame dash is planned as a reward upgrade for an optional boss, and while parries aren't a consistent thing on the player end, some enemies have certain attacks that can be be interrupted by a player attack to put them in a stunned state briefly (the warden already does this in 0.1, though it's not made clear, which is something that's been changed in 0.2)

What you are describing, enemy attacks that can be interrupted by a player attack, is known as clashing, with outright interrupting an enemy's attack and getting special rewards for it is known as a counter hit. It's significantly better than an I-frame dodge or parry, though a I-frame dodge, especially when balanced properly, is always going to be better than a parry.