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I thought all the low poly modeling and lighting was nicely done!  Some things I think could use work, since you asked for critique in the discord:

The animations were a bit clunky and stiff, and personally I wanted the character to attack where they were facing rather than where the camera was pointing.  I think one thing would be adding frames of animation before/after the sword slash (like a windup) then making the slash faster, so the attack has the same total time but feels better.  Also for walking animations a simple thing to add is that the torso/head actually move up and down during the cycle instead of staying totally level.

I could have used more feedback on when I hit something vs was being hit, there is the audio of the player going ouch but noises or screen effects for connecting with an enemy and them hitting you would be nice.

I think it was possible to get totally encircled by enemies and be unable to move, that was frustrating when it happened.  Maybe on taking damage you could disable collision for a sec to let players get out of that situation.

Nitpick, but I think doing anything to the UI so it doesn't look like default godot will have a big payoff in terms of the overall presentation, just finding a font and changing some colors.

Thank you so much for the feedback, they all make total sense. The UI is terrible because I haven’t really learnt that part of godot yet and I didn’t want to spend the last hours trying to learn how to do it and be left without a UI. For the animations I’ve only really just started to learn 3d so these tips are going to be super helpful and I’m going to be practicing them a lot before the next jam.

Again thank you for the thorough critique.