《Drifting : Weight of Feathers》 Releasing Tomorrow (Dec. 15th, 2021 PST)!

Hello TechLord,

Thank you for offering your solution regarding this issue.

While removing the speed difference could certainly eliminate the problem, I felt it is a bit of a brute force approach; speed difference between regular running and wall-running is a rule that is introduced from the start of the game and maintained throughout the entire playthrough; I’m afraid breaking that rule for a specific combat sequence might damage the consistency of the gameplay.

I was leaning more toward changing the mech’s attack behavior depending on the current state of the player. This approach will definitely introduce more uncertainty and variables into the mechanic and prolonged the testing phase on my already tight schedule. However, if all these incremental tasks require only a one-time adjustment, it might be worth the effort to implement it IMO.

Thank you again for sharing your thoughts! I think part of the charm of game development is that there are always multiple ways to solve a problem, and oftentimes, there are no correct answers to it. >.0

I wish you a productive weekday! =)