
Next up
i added perfect dodgin to my game/main project Survive and Slash, finally returning to this game after month long break (also fixed an annoying bug yesterday)
i reworked the effects for the perfect evade and made a new animation for the ground perfect evade
also changed how the "lock-on forward" move works, if the enemy is in air the player will do the wheel move otherwise the player will do the long dash move
my fnaf fangame, After The Fire 1.0 is finally out, on halloween, go play it if you wanna see Springtrap with a Katana
https://gamejolt.com/games/After_The_Fire/811312
(also please tell Astral Spiff about this game, i really want him to play it)
New poster to accompany trailer
i started working on hand to hand combat... Suplex WIP
so far i added the default combo for the ground and the forward/backward attacks for both ground and air, i wanna add the default combo for the air and also many delayed combos
My Art Summary 2023, what's your favorite part of this year?
so for the credits, i wanted em to look like an old movie, so i did a bunch of effects in Vegas Pro, and this is the result, looks amazing IMO, what do you guys think??
i added platforming to my game Survive and Slash, its kinda weird since Survive and Slash is a combination of Survival and Hack & Slash, not platforming, so idk why but i really wanted to add it, plus i can also make the special stages out of it
Actual gameplay!!! A bit of a demo for the breaker mechanic in the office
This is still under works, so nothing seen is final
hey i've been reworking the combat in my Hack & Slash game - Survive and Slash, do you think i've made the combat too fast? i've made it a hybrid lock on system similar to what i did with my FNAF Fan Game After The Fire
0 comments