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Xana

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A member registered 91 days ago · View creator page →

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Thank you! I definitely agree on the attack indicator — I think the arm animation is a bit too subtle, so I’ll look into adding some clearer SFX/FX for when it comes off cooldown.

I really like the idea of building up speed and tearing through a whole group of enemies too. I’m not sure it would work as a permanent mechanic without fundamentally changing how the game is designed, but it’s definitely something I’d like to experiment with. I could potentially see it working as a temporary pickup/effect, which might capture that feeling without completely breaking the game. Thanks for the suggestion!

Thanks for the comment, I'm glad you enjoyed it!

Thanks so much for playing the game!

Levels and character upgrades are already planned, and I’m hoping to eventually have a full-fledged story mode with handmade levels and bosses, alongside the procedural time-attack/survival mode. Difficulty modes are also coming soon, including changes to enemy spawn frequency, not just damage taken.

The feedback on the javelin is really useful too. I agree it could have a clearer visual indicator for when it’s active, so I’ll experiment with some FX/animation to telegraph that better.

And thank you for the kind words about the visuals! I have similar nostalgia for playing Star Fox on my uncle's N64 at my grandma's when I was a a kid, so it’s really cool to hear the game is hitting that same feeling for you.

Also, you’re absolutely on the money with the music! I’ve had jungle/breakcore in mind for the soundtrack for a while now, so thanks for the Pseudoregalia recommendation!

Thanks for taking the time to try the game and give such detailed feedback. I'll try to answer briefly:

  • 1.I'm personally not a fan of explicit tutorials or hand-holding in games, but I do think it's important for the player to be able to understand the mechanics fairly quickly, so I'll try to come up with something that strikes a good balance.
  • 2 & 3. there's currently an easy mode (accessible in the options menu), but it currently just halves the damage received. As per jump I did consider it before but I'm still unsure if it would ultimately enhance the gameplay or not. The current procedural level generator is fairly basic, and so it leaves those tiny holes which I agree are pretty nasty. I think for the final version I will have handmade levels and I'll either leave those out, or add a checkpoint system to to not make them so frustrating.
  • 4. It's all about the sprint kills! currently the formula is: performance = kills + (sprint_kills * 2) - damage * 2, but that's sort of outdated now, as it doesn't take score into consideration so I might change that. 
  • Funny you should say, I am a massive fan of Kira's work, and actually playing Lunacid was what motivated me finally get serious about game dev. This game was just meant to be a simple experiment before attempting something more ambitious, but just can't seem to put it down, so I definitely want to flesh this out into a full game.
  • About the gif background, not sure if it will apply to your case but I converted footage of the game into gofs and then stitched them together in gimp as a larger gif file, just make sure you set the number of repeats to loop forever. Hope that helps!

That's good feedback, I'll be sure to add a clear way to get out of menus, perhaps a "back" visible button.

It's been little over a week and we're on our second update now! 
The game now has:

- Controls mapping in game

-  An optional PS1 style dither shader that can be toggled in the options menu

- A narrower track for tighter and more intense encounters

- Improved Ai for some enemies, making the game more challenging

and many more small tweaks to bring the gameplay to the next level! 

Try it out now, it's free and doesn't even require a download, for all you impatient players!

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Hey everyone!

I've been working this small thing called DreadKnight Rider, a fast-paced arcade horseback action game set in a dark fantasy world. You play as a lone knight riding through dangerous territory, using your lance to cut through increasingly dangerous waves of enemies while trying to keep your momentum going.

The project started out as a little experiment to learn game development, and my first attempt at making a 3D game. It's gradually turned into something that feels fun to play. 

It's still a prototype, and there's a lot I'd like to add and improve, but it's reached the point where the gameplay loop has matured, and I'm interested in hearing other people's thoughts.

If you give it a try, I'd love to hear what you think, I really hope you like it!


https://xana-dev.itch.io/dreadknight-rider