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Oh yeah, forgot to ask, is the floating normal?
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Hey I'm glad you enjoyed the game! The floating there is natural, because of the way tilesets are handled, so when the tilesets are finished, it won't look like they're floating.

Also, I would love to hear your thoughts on what you thought was OP about Acro? I'd like the character choice to be meaningful, so having one be blatantly better than the other would diminish that fun. Thank you!

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Acro seemed to have equal/interchangeable damage with Hemi while having faster attacks, Hemi had slower and less maintainable attacks (and movement?(placebo?)), I beat the boss by stunlocking them in the air to death.
One hit kills for Hemi's basic, larger AOE and damage, and less mana-costly values would make Hemi similarly satisfying.

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Ah yes that makes a lot of sense actually! I recall buffing Acro bc he felt weak compared to Hemi, but I think I definitely overdid it. In particular, I didn't test Acro's Up Air move against the boss, and wow, it really did trivialize it. It should serve to extend combos against bosses, not start and extend. Thank you for bringing this to my attention. While I am not a huge fan of nerfing, I may have to here since I really like how Hemi feels damage and range wise. At least Acro's Up Air, that move is ridiculous lol.

Actually, while writing this, I got a new idea and I think I'll experiment a change to how the boss knockback system will work first before readjusting Acro and Hemi. Basically, instead of only being able to knock back bosses while attacking, they will always be knockbackable, but instead, they'll now have armor during their attacks, which will be broken the same way that it is now, dealing enough damage during their animation to break it. I think emphasizing the knockback system even more should be good fun, but this will merely be an experiment for now.

Thank you for playing, and writing your thoughts here! I really appreciate it! More updates will definitely come to a page near you!

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My point wasn't that Acro should be nerfed, it's that Hemi should be buffed.
Frankly, Acro is very fun to use, and I'd want Hemi to feel like that too.

I am a fan of that armor idea though.

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For sure, I did sense that u wanted Hemi buffed over Acro nerfed, but I think I'll implement the retooled armor idea first before applying any balance changes, since that's a pretty big game changer.

I'm sure ur sensing some hesitation from my end, and I guess my hesitation to buff Hemi comes from me wanting to be a bit careful about increasing the power level of the characters, since they're already quite strong as is, but I can see that I might be a bit too careful, and overall giving nerfs hurt more for sure. I think I'll still nerf Acro's Up Air's damage since it does way too much for him, but I'll keep everything else intact for now, and then buff Hemi. Maybe revert the Up Air nerf in the future, but yes balancing them is gonna be tricky, but hey we still got a ton of time to balance them out, especially since Hemi's Up and Down Air moves haven't been made yet. I hope u'll be excited to try them out in the coming future! Thank you once again for playing!