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(+1)

Hey there thanks for your feedback!

Can you be more specific with "lacked impact"? 

Do you mean bigger hit box, stronger knockback, higher damage?

I made the weapons for the ant, and we didnt get the time to balance things out - so I tried to set things the best I could (almost blindly) haha I tried to make the hitbox the same size / and lateral it's being used. So if right hand is used, it shouldnt attack enemies on the left of the ant - and so on. If it's big weapon, it hits slower but both sides.

Details that maybe not many people would notice :P

any feedback is appreciated!

(+1)

Yes, I can :) 

By "lacked impact," I meant I couldn't really tell where the hitboxes for the blades were. It felt like I had to guess where the hit detection would register. The enemies’ reactions to getting hit also didn’t feel very noticeable to me, though that might just be a personal thing.

Now that you've explained how the weapons are supposed to work, I think that's exactly it hahaha. For some reason, I was expecting the blades to hit more in front of me rather than to the sides. But even after I understood that, I still couldn’t clearly tell when the weapon would land a hit and when it wouldn’t. Maybe adding some kind of swing VFX or visual cue could help players better understand the attack’s damage area?

I think it might just be about how it's communicated to the player.