Think with some more diverse enemy attacks it could be a really fun little game. What sprang to mind was an ice attack which made the floor friction decrease wherever the ice was present. Another one would be a ground quake where the impact travelled outwards from the origin along the floor and the player would have to avoid stepping on where the ground was currently distorted otherwise they'd be thrown towards the pit.
I downloaded it and gave it a shot just because the gameplay loop looked like a lot of fun. Immediately it just felt kinda wrong that I couldn't punch without knocking them up in the air first. I know if I could it would probably make it way easier, but still. (Though I could somewhat get around this by spamming both left and right click so I'd punch while staying very close to the ground),It also felt really hard to actually hit the demons after knocking them up. My instinct is to try and hit them at the apex of the jump, but they get knocked up slightly less high than you and usually directly below you, so I couldn't reliably get a good angle on them, or I'd have to move slightly to the side, at which point they'd fallen enough to be out of my reach. For a time I wasn't sure if knocking enemies into each other worked, but it seems that it does, but only while they're in the air or at the point of impact, not sure. Knocking enemies back by sliding another enemy across the floor would have felt more fun. Something about the punch attack also felt off, but I can't put my finger on what. I like that you decided not to use projectiles, they're often hard to see and can clitter a screen too much, but I instinctually found myself avoiding touching the enemies more than keeping track of the spikes. Possibly might have been better to have enemies knock you back if they touch you with a brief invincibility after, and a mid-air jump to avoid falling into the pit so you have a chance of recovery. If this was more polished and had upgrades implemented, I think it could be really fun.
This feels very similar to a platform fighter like SSB or Rivals of Aether. It reminds me of the SSB 100 man challenge mode where you have to kill 100 NPCs. If this is something you wanted to work on more, you might look there for more inspiration.
the one thing I really don't like is the player animation. everything else looks good so far! also I'd like the paladin to have a sword and shield instead of brawling its way through the enemies. I just love me a nice sword uppercut
that demons a real goofy little guy
i love what you did with the art, awesome look and feel to this game environment
Haha! I clicked eagerly thinking it was a stream upload. I always enjoy watching your videos
Think with some more diverse enemy attacks it could be a really fun little game. What sprang to mind was an ice attack which made the floor friction decrease wherever the ice was present. Another one would be a ground quake where the impact travelled outwards from the origin along the floor and the player would have to avoid stepping on where the ground was currently distorted otherwise they'd be thrown towards the pit.
This looks awesome! Well done.
I downloaded it and gave it a shot just because the gameplay loop looked like a lot of fun. Immediately it just felt kinda wrong that I couldn't punch without knocking them up in the air first. I know if I could it would probably make it way easier, but still. (Though I could somewhat get around this by spamming both left and right click so I'd punch while staying very close to the ground),It also felt really hard to actually hit the demons after knocking them up. My instinct is to try and hit them at the apex of the jump, but they get knocked up slightly less high than you and usually directly below you, so I couldn't reliably get a good angle on them, or I'd have to move slightly to the side, at which point they'd fallen enough to be out of my reach. For a time I wasn't sure if knocking enemies into each other worked, but it seems that it does, but only while they're in the air or at the point of impact, not sure. Knocking enemies back by sliding another enemy across the floor would have felt more fun. Something about the punch attack also felt off, but I can't put my finger on what. I like that you decided not to use projectiles, they're often hard to see and can clitter a screen too much, but I instinctually found myself avoiding touching the enemies more than keeping track of the spikes. Possibly might have been better to have enemies knock you back if they touch you with a brief invincibility after, and a mid-air jump to avoid falling into the pit so you have a chance of recovery. If this was more polished and had upgrades implemented, I think it could be really fun.
awesome idea and realization! I like it
This feels very similar to a platform fighter like SSB or Rivals of Aether. It reminds me of the SSB 100 man challenge mode where you have to kill 100 NPCs. If this is something you wanted to work on more, you might look there for more inspiration.
looks super fun!
can you link the programs you used to make sound effects pls?
Just search sfxr
Do you have a video where you show how youre doing the cutout character animation?
Not yet, I will consider making one!
I think it's nice. Add some more maps, some enemies and the actual lvl up mechanic and it could be a fun mobile game!
Commenting for the algorithm ...!
Street fighter meets doom
What You Given the name of the Game ??
Are you can made tutorial how to make this game in gd script?
Please I need your help 😢
Just watch tutorials and read forums
@@DissonantSynth OK thank you 😊
the one thing I really don't like is the player animation. everything else looks good so far! also I'd like the paladin to have a sword and shield instead of brawling its way through the enemies. I just love me a nice sword uppercut