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The After Hours: Office Predators

An awesome adult furry roguelike game about one man's struggle to survive in a sexy zoo of a corporate world. · By BCSM @ Tiger Roll Games, Doomerboychik, Koshhata, Wyq

Combat tuning

A topic by Gert Gamma created 1 day ago Views: 32 Replies: 1
Viewing posts 1 to 2
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Hey just got done with the demo, and its got a lot of promise! 

This being a jam game, im sure most if not all its issues come down to time pressures but I like whats here enough to give it a proper review.

The character writing is really fun and the cut scene sprites are really well made.While there's definitely some room for improvement i think the most pressing thing at the moment is the combat timings and hit-boxes. The move set works for the demo, but its very clunky and lacks its own rhythm. I think the best way to fix this is to shorten the end-lag on the base attack and extend the wind-up on the A.o.E. This way the lower damage attack can be thrown out more often but is less of a danger to use, and the stronger but situational A.o.E. is something you have to commit to

Hey there, I think you're spot on! Other than hit detection that's most discussed in our community forums for now, I also do feel like a proper main attack series of multiple consecutive attacks with no lag in between is probably the thing the game needs the most for a proper rhythm! Also an idea to make AoE more slow and powerful is something we could test, now they take about the same amount of time and AoE just pays for its extended area with lower damage.  

Thanks for giving us a try and specifically thanks for your goodwill and understanding regarding the jam conditions! We will release a patch when the voting is closed on a jam to avoid people rating a more polished game than we could honestly make in the timeframe we were given.