When you get hit by a projectile from red laser shooting obot, you do not flash in and out, indicating getting hurt.
And, animations sequences work fine for every action. Although, it would be great if the palyer character would not lose their momentum while attacking, that may require, attacking while walking animations idk..
Great feedback. I went ahead and fixed that red projectile...blink when hit...and i think i added a jump/knockback(upwards)...and I think I included it in the latest build...(updated about an hour or 2 ago)
I'll see about the momentum loss...originally it was intended...to make the attacking more deliberate, but I am starting to lean in the direction of a faster game play. I'll see about adding a few animations for a moving attack. ...or reworking it...
The part with the yellow/pink teleport sent me into a loop of teleporting back and forth between them and put a green square around the character. The green square seemed to make the enemies track to in front of the character and stay there.
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When you get hit by a projectile from red laser shooting obot, you do not flash in and out, indicating getting hurt.
And, animations sequences work fine for every action. Although, it would be great if the palyer character would not lose their momentum while attacking, that may require, attacking while walking animations idk..
Keep it up, lovely!
Great feedback. I went ahead and fixed that red projectile...blink when hit...and i think i added a jump/knockback(upwards)...and I think I included it in the latest build...(updated about an hour or 2 ago)
I'll see about the momentum loss...originally it was intended...to make the attacking more deliberate, but I am starting to lean in the direction of a faster game play. I'll see about adding a few animations for a moving attack. ...or reworking it...
Thanks for the feedback...very much appreciated
The part with the yellow/pink teleport sent me into a loop of teleporting back and forth between them and put a green square around the character. The green square seemed to make the enemies track to in front of the character and stay there.
yup...im aware of the bug and the next release fixes that...they were supposed to be doors to another scene...but it was commented out...
that green box is the player platform and has also been fixed for the next release
i also fixed up...i think...the enemy tracking issue...i will double check that
...oops
thanks so much for giving the game a try
very much appreciated
Not a problem. I will continue to do so. I am just busy AF atm.
Right on...I posted a newer build that covers most if not all of what you mentioned...and gave you a mention in the devlog
day 18 of 18000...there will be plenty of time
...i hope it doesn't take 18000