Definitely a bit too early in development to give any feedback you probably don't already have in mind, but a few things from just the gameplay loop:
It felt like the delay between swings was a touch too slow, a bit of a speed-up could definitely help the game feel a bit more complex with the action (allowing for slightly more executable attack and dodge combos).
It would also be a good idea to start the player with uppercut and ground slam, so that the s_chrg is understandable early.
A couple of bugs:
If you let the enemy heal a little bit before killing them, it can sometimes create a duplicate enemy, meaning you get two pieces of loot for a single kill some times.
Correctly timing an aerial attack while wall-jumping cancels out the flip on the x-axis, meaning you can infinitely wall jump on a single wall.
A few of these bugs are definitely noted for sure!
You may find it funny but the duplicate enemy is not a bug ๐, just unfortunately a result of my hacky solution to the spawning of enemies. I was unaware of the aerial exploit but Iโd fix it for sure, thanks for letting me know
I have been thinking of speeding up the player for sure but since they are placeholders for now, Iโd change it down the line
Its hard to tell just because this still feels like the beginning stages of building your game. I am really curious to see what the other weapons are going to feel like though.
As it stands, the combat is not very engaging. The enemies have one attack and I just dodge it and come back for another hit or two. then just repeat that sequence again.
The text that says S_CHRG: 0 is stretched out unlike the other UI elements, so it looks off.
The Health a poise UI bars are very lack luster and I had no idea what they were for a while.
The sizing of all the characters were pretty sporadic, felt like a Hodge podge of assets.
I hope to see this project come along further cause this could be cool!
Yes this is just a prototype ๐ , its still in the beginning stages of production so everything you pointed out is valid.
The aim of this build was to see how the game feels and see if there is potential in the game loop so there are very little mechanics or anything else yet ( I definitely have more ideas for all the mechanics but I think I got the essential ones down). There's still tons more work to be done
Since you did not mention the controls feeling janky, I would assume you found it good to control and play? Also what are your impressions on the game loop?
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Definitely a bit too early in development to give any feedback you probably don't already have in mind, but a few things from just the gameplay loop:
It felt like the delay between swings was a touch too slow, a bit of a speed-up could definitely help the game feel a bit more complex with the action (allowing for slightly more executable attack and dodge combos).
It would also be a good idea to start the player with uppercut and ground slam, so that the s_chrg is understandable early.
A couple of bugs:
If you let the enemy heal a little bit before killing them, it can sometimes create a duplicate enemy, meaning you get two pieces of loot for a single kill some times.
Correctly timing an aerial attack while wall-jumping cancels out the flip on the x-axis, meaning you can infinitely wall jump on a single wall.
thanks for the feedback!
A few of these bugs are definitely noted for sure!
You may find it funny but the duplicate enemy is not a bug ๐, just unfortunately a result of my hacky solution to the spawning of enemies. I was unaware of the aerial exploit but Iโd fix it for sure, thanks for letting me know
I have been thinking of speeding up the player for sure but since they are placeholders for now, Iโd change it down the line
Once again, thanks for the feedback
Its hard to tell just because this still feels like the beginning stages of building your game. I am really curious to see what the other weapons are going to feel like though.
As it stands, the combat is not very engaging. The enemies have one attack and I just dodge it and come back for another hit or two. then just repeat that sequence again.
The text that says S_CHRG: 0 is stretched out unlike the other UI elements, so it looks off.
The Health a poise UI bars are very lack luster and I had no idea what they were for a while.
The sizing of all the characters were pretty sporadic, felt like a Hodge podge of assets.
I hope to see this project come along further cause this could be cool!
Thanks for the feedback, much appreciated.
Yes this is just a prototype ๐ , its still in the beginning stages of production so everything you pointed out is valid.
The aim of this build was to see how the game feels and see if there is potential in the game loop so there are very little mechanics or anything else yet ( I definitely have more ideas for all the mechanics but I think I got the essential ones down). There's still tons more work to be done
Since you did not mention the controls feeling janky, I would assume you found it good to control and play?
Also what are your impressions on the game loop?
Once again, thanks for the feedback ๐๐พ