Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits)

-Music was great. There's a part in the track that kept reminding me of Lakim's A Pimp Named Slickback.
-The background art is really well-done. Character art and animations are great.
-Enemy AI is a little funny. The first enemy type you fight I can walk to the back of the screen and he'll just keep moving towards me without attacking even if he's up in my face. Also managed to get one in an invulnerable state where it wouldn't act at all.
-I was playing it like a fighting game at first, but there's no blocking is there? Not a critique, but laughed at myself a bit when I realized I was holding back on the d-pad for no reason and could get smacked regardless.

The game has an undeniable lots of sauce to the attacks, SFX, hit reactions, and animations. Seems like you have a solid idea of what you want out of your game and are executing well on it in every aspect. Keep up the great work.

(+1)

Thank you much! Sadly lost touch with the musician, so he'll never know how based he is... As for the enemy AI, that enemy is hesitant to start his attack pattern because he prioritizes getting to his target position over attacking. If you keep wiggling in place in front of him (say 6-10px at a time), he'll never attack. I thought it was fine for this demo because players needed a sandbag to familiarize themselves with the moves on, but I do plan on fixing it at some point. The soft lock is on high priority for fixing as well, every time I think it's fixed, it shows up again haha. You're correct that there's no blocking, I found it slowed the game down too much, I want to incentivize players to use their character's defense option (Meihua's counter/parry, and Huolong's super armor). Thanks again for playing, and I appreciate the feedback.