Thank you for playing. And yes we did the art work ourselves. I really liked it too. You should've seen my reaction when we changed from placeholder assets to the one we have now
ZedArray
Creator of
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Some level ideas were pretty cool. Like the "invisible" level, the "no jumping" level, and the antigravity level were cool. Though I think the levels with the moving platforms need more work. Making the player move with the moving platform should fix it. Oh, and I don't think there's any sound. Other than that, it's pretty cool.
ey man your stuff looks pretty cool. I'm not THAT new to programming but I'm somewhat new to Godot (the game engine I want to use) and game development in general. If no one has reached out to you, I'll gladly team up with you for game jams. if you want
if no one reached out yet, add me on my discord ZedArray
I have a feelling that that's intentional. It usually happens in other fighting games too. When you're doing a combo that is so long, the guy getting comboed will move very when they get hit. It's one of the ways to prevent a combo that can deplete the enemy's health from 100% to 0 in a single combo. Or at least to make it harder



