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Yeah originally the game would have been made with a grid-based system, but having never used 2D in Godot before, in the interest of time and not figuring out the tilemap system in depth a free moving thingy was implemented. But I think this free-floating system wouldn't have been that bad, if the swords were predictable. Which they aren't, there was another system in place to make the sword a lot more predictable but that wasn't implemented in the end. Another thought is that, when things get hectic, I think level design that caters to "im hectic pls give me more space" would have been helpful as well.