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3,150
4 years ago

Trying to come up with ways to incorporate the environment and different elevations into combos.

Featuring a new attack at the end: Crossheider.




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I just learned about audio_sound_get_track_position() so I designed a prototype based on this one new function.

3 Lanes

3 Button Types

3 levels of precision comparing how close the note position is in seconds to audio_sound_get_track_position()

๐——๐—ฎ๐—ฟ๐—ธ ๐—œ๐—บ๐—ฝ๐—ฎ๐—น๐—ฒ

Holding down the attack button during ๐—ฃ๐—ถ๐—ฒ๐—ฟ๐—ฐ๐—ถ๐—ป๐—ด ๐——๐—ฟ๐—ถ๐˜ƒ๐—ฒ's spear thrust changes the action into a flurry of sword stabs.

(Can be held down to extend from 9 up to 29 hits)

Piercing Drive A dashing, spear thrust with good horizontal reach.

Chase down an enemy that has already been knocked away with a forward thrust; causing more knockback and a wall-bounce for a potential combo extension.

My game in 50 seconds #indiedev #Gamedev #steam

A new narrative trailer I've been working on.

I've created a new form of parkour in Weefager! What do you think?

Guarding against attacks generates 3% (10% for Perfect Guard) of the Chakra gauge (as indicated below the defensive class icon) which can then be released as damage via the One-Inch Punch relative to the amount of Chakra energy stored.

๐Ÿ†•๐Ÿ”ฅNew mechanic! Place wet souls into sponges to cool down scorching terrain and make your way through!

Bandana Dee the Dream Friend

Runestones: from concept to in-game model๐Ÿ—ฟ