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(+2)

The character designs are awesome, especially Cliff! I like the general concept and direction.

I’m not a fan of the movement unfortunately: to me it feels really limited and sluggish, and doesn’t complement the timing of the aerials. The double jump and airdash especially feels like it’s more of a stall than anything to bait an answer, but to me it doesn’t feel like you can really take advantage of that. It also makes playing with platforms awkward, it really feels like you have to claw to take possession of the stage bit by bit (especially with the slow ground mobility), but not in a very satisfying manner. My first instinct would be to make movement more fluid (cancellable earlier) and faster, with bigger stages to compensate. That way, you keep that focus on the fight, but can create richer situations.

There’s also a bit of awkwardness in the graphical aspect: the internal resolution seems really low, which imo doesn’t match your models. You have good character designs, good models, and good animations, you can be proud of them and display them in a higher res! It makes some effects a bit awkward.

Imo you have a strong base, with a few iterations it will make a really nice game!

Thanks for the feedback! Did you get a chance to really explore the dash button in the game? Holding it will let you gain a ton of mobility across the ground, which may help with that concern. Otherwise, we'll definitely look into improving the resolution of the game so the work of our 3D modelers and animators can be on full display :)

(+1)

Yep, unfortunately on the ground the movement feels stiff even with the dash, it’s at this weird junction where’s its both committal while not moving enough to feel worth it, and chaining a bit too fast for it to feel meaningful. I think it’s one of the parts that if you get right a lot of the game will start flowing better imo