Update is live.
Recent community posts
I'm working on that right now, actually. Sorry if I made you feel ignored. I'm adding a level select to the game, and score will be tracked separately for each level.
Next update will also contain an additional tweak to the jump input to make it feel more consistent.
I think having a keyboard input method would help make this game a lot more accessible. Also, having a text box to select the input method feels weird. I think it would be better to just cycle between the available options.
When you die, the game forgets which input method you were using so you have to set it up every single time. It should remember that setting.
It took me a bit to figure out the controls.
First, I didn't realize you need to lock on to the enemies by charging them before you can attack. Instead, I was trying to push the button shown to no effect.
Also, I didn't realize you had to stand still to charge the enemy, as moving at all causes you to disengage. I have a few suggestions to make it more intuitive.
When you're not charging the enemy, show the charge button instead of the attack button. After you've locked on to the enemy, then show the attack button. This teaches players the charging mechanic.
Also, when charging the enemy your movement should be locked, preventing you from accidentally disengaging. To stop attacking the enemy you must either release the charge button or roll.
These two changes I feel would make the game a lot easier to pick up and figure out.
Also, I don't know if this is just a problem with my controller or the game, but occasionally the attack buttons seem to double input, causing me to take damage even though the enemy wasn't in its attack phase and I hit the right button.
Overall, it's a pretty fun game. The mechanics are unique and fun, but also confusing at first.