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TIGSource ForumsDeveloperPlaytestingThe Spooky Cave - Twinstick roguedark with physics based combat
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Author Topic: The Spooky Cave - Twinstick roguedark with physics based combat  (Read 939 times)
polkm
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« on: May 29, 2015, 11:48:52 AM »

Hi ya'll I'd like to get some feedback on the early stage of my combat system. It's extremely simplistic right now so I'd like to here what you guys think I should add to make it more engaging.


Here's what it looks like



Download
http://polkm.itch.io/the-spooky-cave-combat-beta


The controls are just WADS to move and arrow keys to swing the sword around.


I seek any feedback on any aspect of the game so far. I also would appreciate ideas

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zarxto
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« Reply #1 on: May 29, 2015, 03:30:03 PM »

Interesting.

You should name the game Cave Junker Or Maybe even something like Underbound/Cavebound?

I could help with the music if you want. I create 8 bit like music mostly 
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zarxto
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« Reply #2 on: May 29, 2015, 03:30:58 PM »

And maybe change the combat to the numpad or something like that so you can have more freedom on swinging or use the mouse input
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flyingmangoes
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« Reply #3 on: May 31, 2015, 08:08:15 AM »

I've already had your game for a couple of months, and played it a lot, so it was really awesome to see a new version.  Sadly, I prefer the mechanics of the older version.  I understand that this is in early dev, but the mouse seemed to work a lot better.

Can't wait to see a final version of this!
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polkm
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« Reply #4 on: May 31, 2015, 04:50:17 PM »

Mouse and controller controls will be back for the next test phase.
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DeanBDean
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« Reply #5 on: June 01, 2015, 03:05:34 AM »

To me the crab enemies could be made interesting with a couple of tweaks.

  • I think if they moved faster going sideways as opposed to straight on, this could make for some interesting defensive strategy. A crab would spawn randomly either horizontally or vertically oriented
  • The crabs could scoot, then attack, scoot, then attack. This idea is tied to my next idea
  • The crabs should try to surround the player. So, if there is a crab directly in front of the player, the other crabs will try to go to the sides. This, combined with the crabs scooting and then attacking, would create a sort of rhythmic attack system. If a crab scoots in front of the player, the player needs to target that crab first before it goes into its attack move
  • Also, the little bugs could slow the character like the little black puffs do in Legend of Zelda: The Wind Waker. Maybe some sort of spin move would get them off, at the cost of depriving the character from moving.

I definitely like the look. It feels dark and grungy like a spooky cave. The death posture of the crabs reminds me of Hotline Miami which is satisfying after a battle. The character movements feel very smooth. The sword movement does not. I think if the swings were a bit sharper and faster, it would improve the feel.
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skaz
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« Reply #6 on: June 01, 2015, 03:10:30 AM »

I don't have the time to test it right now, but just a little advice: if you make WASD key to move, make also ZQSD available as secondary controls. Switching from QWERTY to AZERTY keyboard is not very practical.
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LudensCogitet
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« Reply #7 on: June 01, 2015, 06:26:11 AM »

I like the concept of the sword always damaging enemies so that attacking is a matter of getting the sword to the right place.

I found myself holding one arrow key down to orient the sword for an attack, and then hitting another arrow key to perform a swing.

The sword's movement does feel very floaty at the moment. I'm not sure I think that should disappear altogether, as learning to manage the weight and swing speed of the sword is a nice mechanic. But, right now it feels pretty chaotic, like it needs to be dialed in a bit.

How do you plan to implement animations? The free-floating sword seems like it would be pretty difficult to integrate into character animations.
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