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(2 edits)

Thanks for playing (again haha), glad to hear you think the game has improved!

My thoughts on your suggestions:

  • Do you think it would be improved with changing the animation? Or would you prefer completely getting rid of the grid based movement?
  • Ah, that is a bug then because autofire should start each battle activated
  • Good point, I’ll change this
  • I chose the controls using right shift with my right pinky, but I think most people automatically may think left shift is intended? Which one did you try at first? Maybe alt could indeed work better if you want to have dash on your left hand.
  • Dash does not have Iframes. Only when dashing through blue (cyan) attacks does it prevent damage
  • I like the low dash cooldown because it allows some heavy dash-focused enemy attacks (mainly one for now haha). I think the dash is not too strong because for a lot of attacks you need more precise dodging anyways.
  • Also a good point, UI is something I’m struggling with because I want to convey quite a lot of info while you don’t really have a lot of time to pay attention to other things than your character. Indicators directly on/around the player might be a good approach.

Thanks again for playing and leaving feedback! I’ll try to incorporate your suggestions in future updates! I’ll check out your game, hopefully I can also provide some useful feedback :)

(3 edits)

Do you think it would be improved with changing the animation? Or would you prefer completely getting rid of the grid based movement?

In ideal world, it would be simply free movement. I think current implementation is basically to simplify movement code, which is absolutely fine in prototype, but now in polishing stage it may be worth investing some development time.

I chose the controls using right shift with my right pinky, but I think most people automatically may think left shift is intended? Which one did you try at first?

Oh, I did not even think about it. Right shift would be fine too. I suggest either renaming it to something like “L/R Shift” or, if your toolkit allows it, detect LShift and RShift as two distinct keys

Dash does not have Iframes

low dash cooldown because it allows some heavy dash-focused enemy attacks

This is also a valid design, it is just very unusual (which may be a good thing, perhaps get more feedback on this)

(+1)

Thanks for clarifying! I’m unsure about free movement tbh, I’ll think about it. I also left some feedback as a topic on your game :)