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(1 edit) (+1)

Thanks for playing and for the feedback. I'll take a look at the bugs. 

I see regarding the locomotion, in practice they're basically the same. Maybe it's just the animation and the nature of Lux's sprite being longer from the side view.

If you stun an enemy with the nose blast and then ram into them with the horns it destroys them in the overwrold.

Regarding the combat Upgraded equipment boosts the power of your standard attacks.  The melee moves scale a bit more with the boosted equipment. There's a few skills that you can pick up to make Partridge and Chestni easier.  The shelled enemies defence can be overcome via Z-Skills which always deal 1 damage, getting the Timed Hits which boosts damage by 1.5x and always deals a minimum of 1, or equipping more powerful skills.

The story and dialogue of the prototype is wholey tongue-in-cheek tbh, to avoid needing to commit to main story elements while I was still designing the games systems. 

(+1)

Yeah, I mean the animation. Going up and down it looks like a cartoony trot with the legs crossing, but in side view it looks more like a proper deer gallop/bounce with a lot of air time and the legs moving in synch. It feels a bit weird when you switch directions imo.

I'll try and find time to give it another shot where I pay a little more attention to the mechanics.

Fair  enough on the story and dialogue being placeholders, but it might be a good idea to take it seriously, even for a prototype; comedy is really hard to write and it'd be good practice and allow you to get feedback on the tone and writing without spoiling the main game. (well I say that but I'm a terrible writer, what the hell do I know)