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Well dang, this game actually has a Mega Man X-ish dash and dash jump working really well in 3D space. As a huge fan of Mega Man X I am probably very biased when I say that I really really like how the movement in this game feels.

It’s actually really fun working out how to get from point A to B in this game, looking around at the environment to work out what leads where. Oh, and the wall run feels amazing as well.

If I may make a small note: L and R aren’t used for anything yet anyway… maybe a way to improve camera control on gamepad would be to have the camera quickly snap exactly 90 degrees to the side when you do it? Kind of have a way to control the camera without using the right stick for during platforming or such, basically. Just a thought. Not a huge deal though.

Kind of a shame the enemies aren’t finished, I can tell that dashing around enemies after locking onto them to get behind them to avoid attacks is going to be very fun once this is finished!

Oh yeah, amusing bug I found related to the dash: Going down slopes too steep to climb at an angle can lead to building ridiculous amounts of speed.

Looking forwards to seeing where the game goes next! This is pretty clearly on pace to being something really neat when it’s done. And yes, I did finish what’s there of it so far.

Thank you so much! I'm very happy you noticed the aiming system, it was very laborious to develop. In fact, it was heavily inspired by Mega Man's dash. This game has a lot of Zelda (the combat aiming system), Mega Man (the dash), Prince of Persia (the wall running, obviously), and Animal Well (the totems/door system). The goal is to allow the player great freedom of movement, where it's possible to reach a point in many different ways (some that I didn't even foresee).