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You're totally right about the "JUICE", haha.  We just kept implementing mechanics and left too much to crunch time at the end, haha.  Noob mistake.  

Curious about the stopping time thing.  Does that make it feel more impactful when you hit something?

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Time stopping, or Hitstop you basically set the Time.timeScale in Unity to 0. then set it back to 1 after a split second. Alot of games like Street Fighter, Hollow Knight etc use this to make hits feel more impactful. stopping time for a split second when the player gets hit also gives the player time to recollect themselves and quickly think of a way to get out of a tough spot.

In general it really adds a heavy punch to each hit and makes it feel more satisfying


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Thanks for the reply!  I didn't know this was a thing.  I'm going to have to use this in my next game.  You're right this would have been sweet, especially when the shield breaks, or maybe when you take physical damage or something?