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Thank you for this feedback, it's very helpful!!

Glad you liked the boss fight! I hadn't considered your point about drawing the weapons back, we will definitely have to experiment with that. I know we want the swords to feel really solid and not frustrating at all.

I have to agree about the crossbow - I don't think the crossbow code has been touched in a bit but it's not very satisfying in its current state. 

Something I run into when testing is that the trolls have a huge swing range and deal a lot of damage. Hopefully our enemy spawning system changes will help prevent the player getting cornered, but I wonder if he is still just too powerful, or if the player doesn't have enough time to react?


Again, we really appreciate the feedback, and thanks for checking out our game! Hopefully you could come back once we push another playtest to itch from our dev branch :)

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I would say the main issue with trolls is the normal ways of avoiding damage don't work if you're cornered. If you try to block, you just get smushed into a wall. If you try to dodge roll, your weapon catches on the log and you get carried with it and you still take damage. 
There's definitely time to react otherwise. The enemy is fun to fight otherwise.

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Agreed, the trolls should take more body knockback when you hit the tree or something. Or have them spawn further from the entry tunnel 

I'll also try disabling the body knockback from weapon collisions while rolling. It might make rolling to escape more consistent

(1 edit)

Yeah, you could also disable weapon collisions during dodge rolls, but that would also the player to bypass enemy blocks, which could be interesting, or maybe too powerful. I can imagine there would be physics engine issues with a weapon "phasing in" to a different weapon.

Trolls taking more body knockback won't help because often they often have their back up against a wall as well.