Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

the rhombuses can actually be shot from any angle, all that matters for the overhead mirror shots are that the target is infront of the platform, but from the first person perspective as long as you're aiming at a target on your platform it'll hit.

as for your game, i like the idea! I'll only talk about the controls and fun of it, since that's what you've asked for: I found it initially a bit iffy for control, and the sword feels a touch sluggish, but you get used to it, that's for sure. I think it's fun getting the cuts in, and I think you'll do well with this as you continue to develop it. I think if I had to give a suggestion, it might be something like mouse-based slashes around a radial, like if i swing my mouse to the left, i slash from right to left, swing from diagonally top right to bottom left, i swing that way in the game. That's what my brain wanted to do at least. 

Either that or you'd need some level of introduction into the slashing for onboarding, so people understand how the slashing functions, but that'd be my suggestion.

You can change the mouse and sword sensitivity separately in the settings, I deliberately adjusted the default to a standard 1000 DPI mouse, but I usually play on x3.5 for both lol.

I don't think I understand your suggestion, you can drag the sword around the ring if you hold RMB, do you mean that?

Also there is an onboarding on level 2, did it not load? There is a cube in front of you with explanation text right in the center and you can't pass this level until you align the angle with RMB, or did you just rely on LMB chaining mechanic to clear it?

Ah I had ran endless for a bit, then tried the first level - I had thought the onboarding might be there. My bad! 

I had indeed relied on the LMB chaining mechanic, so that's just me not understanding. Either way, yeah, I still think it's a neat project. Good work!

Thank you. Your game is also neat and looks great on top. Since we're in similar genres, I'm curious about your retention: do your players come back to beat scores? I'm trying to figure out what actually pulls people deeper in a slicing game vs. what makes them do a few runs and drift off, curious what you've seen on your end, if you've got any sense of it.

(+1)

They do! I've found people, more than any other game i've made, do continue to send me messages regarding the game, or trying to improve upon their scores. I think the leaderboard is the main driver of that, I noticed a lot more of that when the leaderboard got added. Might just be the simple things, but I think score attack games live on competition - I did market research into Devil Daggers and talked to the community there, and a lot of them were driven by the leaderboard.

(+1)

Interesting, maybe I should also add a leaderboard lol