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This might just be my own old school sensibilities speaking but I think I'll always be impressed even with a bare-bones 3D sandbox. Anyway, this is an incomplete entry by all accounts and it's sort of apparent. I don't really know anything about making a good 3d controller but I can't say this is it. Seeing the path of action that your sword strike will take is actually sort of nice, but the delay on the attack is a strange feeling; you definitely don't feel very nimble. The first kobold somehow dealt a bunch of damage to me and I couldn't even really tell if they were swinging their sword or not. There was an interesting sense of, like, parrying/dueling almost like Skyward Sword in a weird sort of way that is probably worth exploring, but yeah, hitting an enemy didn't really feel very crunchy. The navigation in general was also a bit weird, you stop all momentum if you land from a big jump'tall vert height which is strange. And yeah... not much in the way of magical girl-ness or themes here, so...

Thanks for playing and review.!

A good 3d controller... there is a lot to it.  In a quick summary there are like 2 parts here: one is really just the basic movement and camera and the second part is the fighting ... I think I spent a lot of time making sure the camera worked nicely and that you could jump around  in the level geometry and not get stuck and be able to ride physics objects. I also spent a good while on the fighting part, but not nearly as much and it shows.  

This is one of those projects where I have so many ideas in my head that I imagine would be cool, but getting them done correctly in practice is a lot of time that I clearly run out of or I spend doing silly things that probably nobody cares for like hair shaders and cloth physics. 

About the jumping,  yeah I wanted there to be some penalty for jumping and I clearly made it super harsh, I somewhat hate games where people are jumping around constantly because there is no penalty... anyway I need to revisit that too !