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Solid art style and look to the game. Very promising project.

The enemies seem to track perfectly anyway if you dodge around them and they decide to commit to their attack string, leaving yourself potentially vulnerable since your attack's wind-up is also long. The endlag after you finish your attack string also takes three business days before you could move again, which feels like shit. I think a level of committal to your attacks is good and that's the game feel you're trying to achieve, but you could tune it down a tiny bit by allowing some level of freedom. 

In Souls, they let you roll out of your attack animation to end the recovery animation a bit earlier, you still have to commit to the attack, but allowing that flexibility during the recovery leaves a room of error for players when they get ganked by two or three enemies.  In Monster Hunter World, they let you scramble out of your attacking animation when you mash dodge enough, cancelling out anything you do and giving you i-frames, but putting you into an extremely long recovery state that's long enough to burn out any kind of advantage you had on your target monster. Both still have what people would call good combat with committal attacks, and each tackle the same problem in a different way according to their game design philosophy.

I believe this is important for you to nail down early on especially when you're making a game in the canon of these games, where other players will have similar expectations.

Hi and thanks!

The enemies do in fact literally disable their tracking when you dodge. But currently I severely undertuned dodging (made it really slow and such), i'm gonna buff it up a bit soon.

Something i'm completely missing currently is letting the player cancel out of their recovery frames by just moving, i'll add it soon. but stuff like transitioning a swing into a dodge are already in my game, just that the transition itself is set to happen pretty late so there's not a massive difference between that and just going back to idle, thankfully this is all a matter of tuning what i already have implemented.

Personally i'm not a huge fan of how floaty and loose monster hunter games have become since World. If i take something from their character controllers it will be from the classic monhun games lol. but thanks for the mention of it, i'll keep it in mind