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(+2)

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.

(+1)

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.