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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!