
Trying to come up with ways to incorporate the environment and different elevations into combos.
Featuring a new attack at the end: Crossheider.
Next up
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()
๐๐ฎ๐ฟ๐ธ ๐๐บ๐ฝ๐ฎ๐น๐ฒ
Holding down the attack button during ๐ฃ๐ถ๐ฒ๐ฟ๐ฐ๐ถ๐ป๐ด ๐๐ฟ๐ถ๐๐ฒ'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.
A new narrative trailer I've been working on.
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.
Bandana Dee the Dream Friend
Runestones: from concept to in-game model๐ฟ



























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