GG!
I see that you produce your own music, It's a bangerrr...
The game control is fun.
So kudos for you!
Tory
Creator of
Recent community posts
My art process is kind of simple really.
Sketch (on Procreate) -> Trace it and turn to Vector (on Figma) -> Add lightmask layer (on Figma) -> Then the unity magic, the tutorial can be seen on link below.
For making sharp shapes, I highly recommend studying Samurai Jack artstyle or just search sharp artstyle on Pinterest, there's a lot of references.
You could use other tools ofc for sketch and vector.
The highlight and gradients from sprites that can change colour was inspired from this (minute 7 to be exact):
So for sprite with the same target sorting layer as the light, they will produce that shiny light.
Then finally about stylized debanding.
I just know about debanding right now haha.
The film grain actually is just "let's try it here."
Like literally no other meaning.
I guess the film grain doesn't work, so maybe I'll remove it on future updates if the development continues.
Anyway, thanks for playing!
I'm grateful that the first wave is easy enough for you to not miss any parries.
If you're interested in this (technical) artstyle, try learn about sprite masking and lighting first with extra Post Processing.
Lastly, I'm also still a learner in technical art, so it's cool to find another who interested in it.
Hi! I like that this is a solid game!
I agreed with other comments, there are so many stuff to learn at start and also the un-intuitive controls.
But because I'm a pro gamer, I challenge myself and find it fun and see a lot of potential.
So keep it up! have fun, would love to see more improvement.
Especially the paper ART is JUST WOW! Absolutely like the concept and presentation.
Thanks for playing!
I noticed the hitstop made the timing a lil bit weird.
Actually I'm aiming to make also useful for player to take a breath a while, but a few player like you said the same thing.
So I updated the game with a patch on the hitstop duration, you could try it again if you want to and give comments about it.
Thank you man, I think I have idea where to put this game on the market in the future from your suggestion with mobile as one of them.
Shadow fight mentioned! I forgot to add this as reference too, played that game a lot in my childhood.
If you know One Finger That Punch, that's the original idea of this game.
No worries about other comments -- I like feedback tbh, even the most spiciest ones, especially those that make sense.
It actually encouraging me if the critics got the right point and giving support.
Thanks for your concern!
Really appreciate this feedback, you validate most of my doubts.
This is like on of the best constructive feedback I receive so far.
Thanks for the compliment, I did learn and practice my tehnical art skills especially in Unity for a while to cover my mediocre organic artistic skills.
That's really nice of your idea to make it less punishing.
I know that my game is challenging and that's the direction I'm aiming for, but I want to balance it to avoid frustration for many players as possible -- the idea of resuming progress haven't thought of me, so really appreciate the idea.
Then about being able to parry multiple enemies at once from the same direction, I had high doubts on this actually after several playtest -- so practically I just let it be in the game and let others be the judge.
I want to confirm, you mean this multiple parry comes from same direction right? (not the simultaneous parry like left > right > left > right even though you get assisted by the hitstop.)








