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Depends on the gamefeel you're going for I guess. I feel actions with consequences makes for a more engaging experience... e.g. pressing attack should commit to that attack ala Dark Souls. I think allowing a cancel (to say block) during "wind up" or "recovery" is a good middle ground.


No. Block should not cancel attack. As you said - consequences. What I ask is that when you attack and then press block, character should finish the attack and then go into a block stance without need to release and press the button.

That makes perfect sense, that would be less frustrating.  Great idea thank you void room!

I'm happy that it may end up in the game :)