Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hello, thanks you for taking your time in writing an extensive review. We will see how to fix the problem with the hitboxes aside from some other bugs we discovered.

Hitboxes and hurtboxes are actually separate entities from the player's sprite, maybe we could calibrate them better for a smoother experience. We will see what we can do once we gathered enough information.

You say attacks have a long recovery? Maybe we could make them interrupt-able after the active frames finish.

I did not understood very well what is the problem with the dash. Is the touble tap too tight of a window? We will see how to implement a jump cancel for the dash, maybe we will have it done for next build.

Which platformer fighters do you recommend us? Our main reference was "Ninja Warriors Once Again", it is the only fully 2D brawler we know! We will be glad to try the ones you think we should check.

And again, thanks you for taking time out of your day to try to help us see our mistakes.

I do know Hit and Hurt are separate from the player model, what I mean is that it feels as though you made them to conform a bit closely to the model, which can be an issue for combat

What I meant for dashing is that double tapping directional keys can feel mechanically like lag, as the physical action requires you to let go of the direction you're going, to press it again, it feels like it's reasonably intuitive to do so, but in practice tends to have its issues

Checking out the game you referenced, it's actually a pretty good reference, however I do still recommend checking out other games to get an idea for what they're doing when it comes to frame data. Smash Bros tends to be a pretty good resource as it's a community that loves to look at what their characters can do but Rivals of Aether has a large modding community that has lots of custom characters, however if I'm to link anything, it would be a Game Dev who tends to work with inspiring game developers. I know my recommendations have strayed more toward platform fighting games; however, I do not believe you should model it off of those, just that I think they make a good example for attack and endlag specifically

I hope you have a good day