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Yeah! Marble Garden zone! I couldn't think of the name. I got a flashback of it when an attack hit me while I was zooming around. The knockback felt very similar to getting hit in sonic games. I practically heard my rings spill all over the place.

Glad to know that I wasn't doing something unintended. Perhaps some audio or visual feedback would enhance the perception that flying vs skidding are two separate things. Like tone down the effect while on the ground and ramp up the sound (when it eventually gets implemented) when in the air. 

It's always nice to have something to go ham on every now and then. When difficulty progresses along side the player's growth, it's nice to have a reminder of how much you've improved. Even if there isn't a challenge to it, It still might be an important element in connecting with the story. 

Sliding past the point of attack would feel kind of cheap. Perhaps some kind of recoil that the player bounces off when the attack is released instead of making the effect felt when the attack begins. It might convey a level of power while preserving momentum even if that momentum is redirected. 

Like you said though, You've got this vision and you have to decide what fits and what doesn't. Don't let my, or anyone on else's critiques or opinions derail that. Follow the fun. Stick to the vision. I really think you've got the makings of something memorable here.