I am really surprised roguelike don't tap into avenging the fallen concept, this part is great!
As for controls / mechanical feedback: sadly we can't update games anymore, but if we you are taking it to full release 2d combat golden rules are:
- your attack collider is a bit bigger than animation that shows it
- your character collider is a bit smaller then the sprite
- some of screenshake / jitter / pushback is almost necessary for melee, otherwise your attacks feel like they didn't meat any resistance.
- If we are talking samurai theme I would probably also expect moving / flashing forward slightly with each attack and maaaybe parry bullets if attack cooldown is long.
Viewing post in HEIRLOOP jam comments
Thanks for your feedback. We appreciate it.
Glad you liked it despite its flaws. Yeah, this was the first top down game we made and we definitely learned a lot of dos and don'ts when creating one. You bring up a lot of important design fundamentals and we'll definitely take it under advisement.
Little tangent, but when playtesting we thought about a parry mechanic but we didn't have the time to implement it. If we ever expand it that's definitely going into the player kit.