Interesting game! Really cool art and surprisingly nice attention to detail (footstep sounds, ambient noise). Good work on teaching the player a mechanic before challenging them to use it to navigate the level (the acceleration mechanic, the trampoline, the danger berries). Just wish I understood French.
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The attack still feels kind of flighty, maybe because you can walk past characters so easily so sidling up to them to hit them with the slash feels unsatisfying. I know Dead Cells has a system where walking through enemies is possible, but you go slower and the game automatically slightly nudges you to keep you on one side of the enemy if you haven't obviously expressed the intention to go past them. tl;dr consider making it easier to sidle up to characters to attack with melee. Sfx and feedback on attacks could be a little better too, maybe because attack animation is short for my taste it feels less satisfying than a true THWACK
Fun game with phenomenal art, but the card choosing mechanic seems two-dimensional; it changes the order of the waves, but not how they interact, so the decision comes off as unimportant and gimmicky. That being said, the art made this a thoroughly enjoyable experience anyway.
Hi! I would be happy to send you the Gamemaker Studio: 2 project file if you’d like. If you’re not using GMS2 it may be difficult to understand.
Essentially, when a left click is registered the player object (the knight character) creates a sword object that points towards the mouse. When the sword’s animation ends, it destroys itself another can be created by the player object. Any collisions the sword has with a parent object obj_enemy deals damage to the enemies, decrementing an hp variable. It’s pretty simple.
Check this video out: https://youtu.be/93Dz2hgsZy0
If you still want it, let me know and I’ll send you the .yyz file.