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- yeah rn there aren't enough incentives to warping around an enemy - the tree fight is built to encourage that, but i do think it is a mechanic i should and sell to the player more :P

- an interesting point regarding the wall slide. omitting it prior getting wallrun/walljump  is something i should definitely consider. or just giving folks the walljump for free. i think i'll hash-out the rest of the mechanics before revisiting how i want to handle this.

- yeah rn there's a 100ms window on doing certain inputs like the backflip (which i'm surprised you found/figured out! that's not explicitly taught or mentioned anywhere lol). I could either make the window more generous OR create an additional animation state , similar to what mario sunshine does for its pre-side-flip input.

- at one point i mapped fast-fall to double-tap down, which would help the latter problem. but yeah the in demo the fastfall is more of a nice-to-have and less something with immediate utility. (i was also thinking of giving it some combat utility by making it launch/flip nearby upside down enemies)

- yeah a LOT of the AI isn't very aggressive atm, esp some of the minibosses which you can mince easily atm. i think in the final game i'll opt for a combo of more obstrucctive/aggressive enemies and more miniboss checkpoints that lock-you-in to encounters

- oh that's quite impressive! i didn't even consider that as an option! i can tell someone's been paying attention to my tweets and mechanics more than i am :P