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      This game is really buggy and I LOVE IT... but... it does make games go by super fast. I'm able to get a TOD from water from almost anywhere on the stage, not because it's infinite, just because the HP is super low. I think you didn't expect people to combo, which is weird because it's very easy to combo in this game, so you made the HP low in hopes that the game wouldn't be boring, but it just makes none of the games matter because their over too quick. Spamming air's attack into down + attack literally removes half your healthbar.

      But moving from the land of game design into cool ideas I wonder if it would be cool to have a character select screen where you could choose to be a single element and then make one of the classes the "Avatar" which works like it currently does. I think this could make more centralized tech with each elements strong suits and make it so their cool same element synergies could still be triggered if you wanted to by picking the Avatar. I also think that with such a small amount of elements if you could make inter element synergy, like making air move fire around, or water's wave moving earth's rocks around to make it so choosing the element with your strongsuits worth it rather than making you just want to pick the same element to counter their effects. Just suggestions!

(P.S. Don't fix the bugs, crouch canceling has become my favorite thing to do in this game)

Thanks for trying it out and I'm glad you like it so far XD

What combo are you using for Water to get a TOD if I may ask? 

Ah yea wasn't expecting the games to be over that quickly, was afraid it would be too hard for players to defeat the enemies actually. I'll double the healthbar though and will fix air down attack

There is future plans for a 'master fire, master water, etc' as separate character, but that's after the main character is done. 

There will be more elemental interactions in the future, you can heat metal up with fire for burn damage currently. Water wave moving rocks would be fun in the future. 

Haha crouch canceling will stay, I'll avoid fixing the fun stuff. 

(+1)

Ummm... maybe actually do fix at least jump canceling. I played this game a little more, and realized that water, as I have recently found, actually does have an infinite. You can jump cancel forward on wave to move the same speed as the wave and start another wave before the opponent touches the ground again.

For the TOD I mentioned earlier, I don't know if I mentioned this, but you can actually cancel anything into anything. So you can start a wave, cancel it with uppercut, then cancel that into a basic attack, then cancel that into a jump. The only things you can't cancel are movement options like jump and roll. The TOD from earlier was me starting a wave, canceling it into forward attack, using wave before the first wave disappeared to do what I like to call "wave warping", and then canceling the startup of that wave with a double jump, and finally ending with a wave uppercut loop (which isn't infinite just really strong) by canceling wave into uppercut and landing back on the ground before the wave ends to do another uppercut canceled wave... actually... now that I think about you could probably just nerf wave. Although I do think you should buff the basic attacks of all of them because their so weak and slow I never end up using them.

Also, thanks for responding and receiving input! A lot of creators won't do that so it's great to see that you do  :)