Super slick! I loved the slow dramatic slide of the enemies I sliced up. Teleporting behind and nothing personal-ing the enemies makes you feel like a shonen protagonist. I found myself playing this for longer than your average game jam game, for sure! If you were to keep developing this, I would love to see a little wind-up animations on the enemies before they attack. A buffer on the right click when dashing would be cool too - I would jump in and right click too quickly then jump out without attacking and basically just giving them a peekaboo. Suggestions aside, incredible amount of polish and great execution on the concept, especially as a solo dev! Well done!
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Great insight, I get where you’re coming from. In the early stages of development, the game allowed players to kill enemies instantly after dashing, but I found it was easy to spam and abuse dash invincibility while quickly slashing enemies. I didn’t want to add cooldown to dashes, so the next idea I came up with was to force the player to stay near enemies for the attack to charge. I think the bigger problem might be that it’s just not properly indicated when the exact moment to attack is, but I’m planning to experiment more, see what works, and improve that. A wind-up animation would definitely be a good addition. Thanks for playing!