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That is so weird, but thank you for mentioning it! There isn't even an input programmed for that button, I have NO IDEA why it's doing that. Fixing it for the next build! I've also added an FPS counter to the Combat Demo Room so you can check there. In my testing I find that I do rub up against the platform sometime, but it never prevents me from landing on the platform. I'll continue tweaking collision until I find something that works.


Thanks!

Yeah, it's not even just that it stops you from getting up on the ledge, but if you're short-hopping or at the top of your jump arc, you can hit the bottom or middle platform, respectively, which stops you from continuing toward the edge of the screen. Probably not game-breaking for now but given fall-through platforms are so common I can see it being a big issue eventually.

It is feeling better overall, though! 60 FPS is maintained unless I drag the window around (it can go from 56-62 when I do that) and after some more tuning and refining the combat I could see it being pretty fun! Definitely would love to see those grapple attacks mentioned in the readme file eventually. Do you plan on having some enemies that make you vulnerable and grab you to do damage, or is the grappling just planned as the way you end up in game over state? Might be fun to have some that do sexual submission holds leaving you wide open to other attacks or inviting another baddie to come join the fun~

Ahh I getcha, I'll definitely keep working on that then~ Platforming is going to be more of a secondary thing but I still want it to feel good.  

As for grapples, both! I think I mentioned it in the read me, but there will be animation that occur during gameplay as a result of grapples, and to build on that, some will lead to special animations where other enemies join in. That's a bit further down the road as it requires a lot of art assets, but it's definitely something I plan to include.