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man, you should either make bigger sword hitboxes or faster player movement. Preferably both. It's not a challenge when you as a player basically depend on random - will enemy at point blank to me move any direction right now or not. It just comes out tedious. Most players die couple times and don't see a point trying again. Again it's not a challenge, at least not fun one. I know you have items that make player faster and such, but it already unfun to go to them. Balance is key

Also mouse pointing kinda unnecessary, tasks like that can be done so left click hits left and right one right or just autoaim with distances you have

Sorry if sounds negative, i wasnt trying to be mean, i just giving feedback for your future projects or something

No, it's alright, I totally understand. Balance was a big issue and you're not the only one who thinks the attack input could be improved, it's not indicative enough of what's going on under the hood (a big hitbox is summed around where you click, not just left or right). I do recommend you pay attention at sprite changes on the enemies that tell you an attack is incoming, but I do take responsibility of the fact that some balancing stuff could have been done better.

The one thing I will disagree with is the sword hitbox. I think I should have added a visual indicator for the attack hitbox, but the hitbox in itself was fairly big: