This is a very promising action game.It's clear that time constraints limited your performance. Given more time, you could definitely have polished the game even better.
Viewing post in Halloween Weeaboo SuperFunFun jam comments
Oh yea! Definitely! First of all thank you for playing and thank you for rating the game! <3 Means the world to me.
But yes, you are 100% right. I cut corners where ever I could. I have few things listed I will work on if I get back on this (which I actuaully might!).
1st: The animation events. Like I said in some earlier response or maybe even in the description, the animations and working AROUND the premade .fbx files from Mixamo causes a LOT of the wonky feelings in the character control (I think/believe). This is my first 3rd person 3d game ever, but it's still quite clear to me that if I had used animation events on hits, the game feel would be so very much smoother. So unpacking the animations and making actual animation events would be very high on the list.
2nd: The animations themselves. The Unity Chan -character propably has ****ton of perfect animations, and I would have just *loved* to use them, but the character was made for professionals (or at least not for first-timers) so I picked the next best thing: PicoChan with a barebones t-bone pose, and got the animations from Mixamo. They're not bad, but they could be *a lot* better. I even changed the whole animation set on sunday to somewhat better, as the character didn't seems to be hitting anything even when the sword's particles indicated that they had. Three days more and I might have found/made something that actually worked with the character, especially combined with nr 1 excuse.
3rd: Camera. It's an issue, but I have an inkling that nr 1 and 2 excuses would answer most of the wonky feel -problems that now feel like a camera issues initially. Not sure tho, and the camera definitely needs some tuning, so it's in the top 3.
4th: the world. If I continue on this, one of the first things I'll get rid off is the post processing required by the theme of the contest. I had a global volume that set the world saturation to 0, and every zombie killed would raise the saturation level by a set degree. But I couldn't get the WebGL to accept the post processing volume.. Getting rid of the whole thing should open the game to be played in browser and even prettier than the 72h release.. No more black&white, but some other mechanic to advance and win. Maybe just dash'n'hack'n'slash with potions and stuff, but in full color from the start.
But thank you SO MUCH for trying this out, and for your kind review <3
Edit: What I kinda love tho, are the sounds and VFX's of the hits and dashes. With more time I would still have worked on those, too.
I kinda like the voices, but even there there's some room for improvement. The UnityChan -character has some 1000 .wavs to go through and I used only 20 or so. So sounds would be definitely on the list, too. All of them. I did what I could in the short time, but good sound design either takes time, or just isn't something I know how to do. ;)