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(+1)

This is cute! The sounds and visuals are delightful. The 3D definitely helps with the usual problems with depth that 2D beat-'em-ups have.

Some of this feedback is based on taking this prototype at face value as a slice of what you'd like your full game to be, including Beat's design and weapons. Both of which are neat but I feel like you could expand on the moveset Beat has with his sword and shield. 

What about making one attack button Beat's sword and the other attack button Beat's shield? Both could have different properties for different types of enemies, or perhaps the shield is good for lighter but weaker attacks that can open enemies up while protecting Beat whereas the sword is good when you want to commit to an attack. I've been thinking lately that there aren't really any dedicated sword-and-shield games with an expansive moveset that factors both items into account and I think there's a lot of design space for you to explore here, especially when you include mixing the attack buttons and holding the buttons down.

I think games have long since passed the point where double tapping a movement key is necessary. If this is staying a PC game, then you definitely have more than enough buttons to make one of them a sprinting button. Or just making sprinting the default movement speed.

So that's all I've got so far. Keep up the good work!

thank you for playing through it and providing feedback :)

I do really like the idea of an expanded move set for sure :O

I think what you suggest sounds pretty unique and interesting :O I do really like that. I sorta tried having the the spin attack be weaker and used for crowd control and the main attack be the straight forward assault so what I do have is varied, but I really like the element you suggest with the different attacks being useful for different enemy types! I think that's a good idea and keeps the player engaged in oncoming enemies and scenarios!

oh yes sorry I just go super used to double tapping to run it felt funky without it for me lol

Thank you! Ill keep trying 

(+1)

Glad I can be of assistance!

I can see the logic of the spin attack and regular attack having those distinctions. Problem's just that you're either just mashing one button for groups or another button for single targets or boss fights. There's not a lot of variety there. Unless you can use the spin attack to cut down enemy projectiles, which makes it almost a defensive move in some contexts, but that might bring performance issues with it.

ohh! interesting idea with the spin attacks destroying projectiles! that's a unique way to give that specific attack another function, that's a cool Idea.