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(1 edit)

Yeah, I broke the i-frames before submitting the game a final time, same with the enemy explosion when you beat the boss.

Coyote time wasn't added, mostly related to the fact that the Collision box is significantly bigger than the size of a normal player, so you can actually go extremely far out before you fall... It's similar to the distance I would have allowed a normal player collision to walk off with coyote time. I will think about how to implement it in the future, since having it be able to walk too far will look really bad.

The attack is similar to the roar in The Lion King (Sega), where you stop to stun your enemies early game. There were plans for more attacks that would have countered the claw attack, but the claw was supposed to be a high-risk risk high-reward attack, doing more damage than a longer distance means. 

The camera needed to be zoomed out more and adjusted according to where the player jumped. There was going to be a crouch that shifted the camera down as well. When you are gliding, the camera would have centered more, and when you landed adjusted to be where it is now on the ground.