Thanks for the great feedback.
super-powered downward thrust attack not seem to do any more damage than normal... no feedback at all about how well I was doing... Both Mega Man X and Dark Souls are really good at letting the player know what's going on
I've made some changes that should help make combat more clear. There is more to do for sure, but with this feedback in mind I think I made some nice changes.
- The distance the enemy is knocked back is now a better reflection for how hard you hit them.
- The amount of green energy nuggets that comes out when you hit an enemy is now more clear.
- The duration which they remain stunned has also been made to reflect how hard you hit them.
- Lowered the amount of health the wasp enemy has.
- Increased the lead-in (telegraphing) time for enemy attacks.
- Amount of time player is stunned now varies with the amount of damage taken
Future changes:
- Weak/medium/powerful sounds when you hit an enemy
killing enemies should maybe replenish health
It does, but it is not messaged well. I plan to add a sound when you collect one of the green energy nuggets (that come out when you hit/kill and enemy). Also, I will make the energy bar flash when there is a change (taking damage or gaining life).
no incentive to deal with the combat... if basic enemies gave me something for killing them
The game will get harder as you descend. Fighting early enemies will build up your energy, which makes you do more damage and increases your total energy (letting you fight longer).
quite a few things that got in the way while moving around... smashed my head into the ceiling
As I work on the level, I will put more thought into the relationship between how the player wants to move and the environment. Too many claustrophobic spaces can be obnoxious.
Overall, I will focus more on messaging the existing mechanics better. Thanks again.