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(+3)

Was extremely excited to finally get my hands on this! With at least the analogue stick working by default, I was actually able to get the rest of my controller working with an input wrapper, so that was neat.

You've done a fantastic thing with the combination of 3d platformer and smash design influence, along with your own sauce, and it pans out into something very fun!

The character controller feels pretty spot on, the level of control feels like it services both combat and platforming well. And the actual feel of hitting things and jumping around is just great, the animations playing a huge part in that of course. Everything is very snappy and responsive, sounds are punch and satisfying, etc. I really, really love how almost every single move has a hitbox. The long jump(jump kick?) being one of my favorites.

I am curious to see how it tests against actual combat and platforming challenges, that said. It wasn't anything too bad, but I occasionally found myself slipping off the very small blocks in the first target test. 

This was definitely partially just me getting used to the game, but if the game ends up requiring precision jumps with any sort of commonality i would like something to indicate exactly where you're going to land.

 Typically 3d platformers have a blob shadow underneath the character, but anything that gets the job done is fine. Just something to help gauge the character in 3D space. Honestly, putting one under enemies wouldn't hurt either, it'd probably be way easier to figure out where there gonna land from those really high launches.

One other thing is some way to actually stop dead in your tracks in the air- i always like to put in one of these. I know there's the Dash Dive which "technically" serves this purpose, but I couldn't get it to consistently launch me down instead of down-forward, and it putting you into a slide every time you land also doesn't help here.

I wouldn't change the move(other than making the directions more consistent?) but you have a free input in air crouch + jump, IMO you could just make this some sort of ground pound, divekick, etc move that just brings you straight down, and leaves you in a state that doesn't immediately push you forward like the dash dive.

All that said, if the platforming isn't planned to get too intense then it's not that big a deal- but also, another move..........

Aside from that, It'd be nice to see enemy health bars, but I'm just gonna assume that's a demo thing. I'd also be nice to see the actual context and input for moves on the moveset menu- after they've been discovered, of course.

There was also a couple of straight up bugs. A couple of times, I got kinda stuck in crouching state, though I'd always be able to find a way out. One time it happened near a wall specifically?

Sandbag also got caught in a wall? I was just able to kind of push him in.

The frames fucking DIED if i held a spin for more than a split second. Down from 60-> ~20 fps, i'm assuming it was the distortion effect? 

And finally, the detection for walls/ledges seems a little over eager. Getting the ledgedash to come out on the tiny lip around the grassy green rectangle was funny, but bumping into it with the sign's dash attack charge and getting it canceled is something that could definitely mess me up.


anyway WOW i wrote a lot, but i hope there was something useful to you in there? If not, then just keep doin your thing man, it'll probably be sick either way.

(+1)

!! Thank you so much imma note everything down. Have a great idea for a ground-pound now that you mentioned it