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Nice aesthethic, juicy animations, a lot of frames, that's great. Plenty of fighting moves but main enemy is just a tiny box, that's lame. Walking is super slow and I'm afraid it's your choice to have slow walking paired with quick dashing. I'm not really fond of the idea. I think double tap or even dedicated dash button would be better. Now fighting prompts... I want to say that I'm proficient with quartercircles and Ryu's uppercuts so something is not right in your game. I could do dashes and high jumps, but arming a gun had like 10% success rate. Your health also ticks too fast so I was dying on second day with the box blocking the path above the chasm. Can you even dash with a punch/kick strong enough to break it through? I tried to destroy it with a gun but even when successful my life was already gone, battery particles flying to my dead body xD 

Two more things - rebindable buttons. WASD + IOKL feels awkward, I'd much rather have arrow keys + ASZX. Another one is the camera -it's not fast enough when you're falling down and there's at least one fall + dash that you need to perform.

So overall, nice but rough around the edges, a little slugish and rigid, I wish there was an option to select different mission to test other levels.

(+1)

Like 50% of the game's code is for the enemies no one got to lol. Things will be way less fucked up in every way next time.

Many games count inputs like 6323, 323 or 623 as dp, while here it has to be 6523. I can make the input more lenient and increase buffer times too. My plan has been to do adjustable buffer lengths from the start anyways because I like even shorter buffers than this demo has.

And as far as completely different inputs go, I can give double tap dash that functions like the qc one and a 1 button dash that drains energy or is on cooldown. same with 1 button dp.

Walkspeed will not change meaningfully. Input rebinding will happen sometime. And yes, you were supposed to shoot that box XD.