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first, I did notice a bug with one of the houses having a collision box way too big that the enemies could walk into when moving away, causing you to be unable to reach them unless you lured them back out. also on a related note, be careful that enemies can't clip through walls you can't go through yourself. The graphics are still looking really good, I like the aesthetic that you've been going over and, while I see some spots that likely still need work (or actually done if just placeholder) is looking great. however, the fighting is missing a lot, in short it needs to be flashier. I know sounds aren't probably a big part of it right now, but the enemies feel completely unrelated to being hit, and you can walk right through them. second, because of how clunky it feels to use the shield, it almost seems pointless to use, it needs to be much quicker in bringing it up if the shield button is hit, or have the attacks be telegraphed more, unless it is there only for long ranged defense or puzzle mechanics, which in that case it's fine. i saw all the enemies properly die now, which is great to see! can't wait to see how you handle opening the gate or the next steps.

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wasn't quite sure what was going on with no description, but based on what I saw, I'm guessing it's an action game where you explore an area beating enemies with a sword, dungeon crawler style kind of? well, if I was right, then you are definitely going in the right direction. it looks like you have a lot of the core things in place though I noticed the enemy with the sword disappears when it "died" but the others never did, which seems like you might be missing a centralized script for controlling enemy health and destruction... if you are having a variety of enemies that will be extremely useful to do early on. also, nice monster and hand models! I can't wait to see how it fits together!