Thanks for the detailed feedback. Appreciate the time you took to test it out.
Currently the enemy getting up system is a work in progress and I expect some problems with it. That kind of situation has no special consideration right now. So in this demo at least, expect some weird thing to happen now and then.
Your comment there about getting damaged. That was a bug that I came across as well, and it’s been sorted out.
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I did mess with jumping quite a bit with regards to speed and the current version is what I stuck with and probably will stick to. The distance really is based on what I am going to allow for the scope of level design. The more jump “power” you give the more you expect to move along bigger levels and my level just won’t be huge, simply to keep down the scope of the project and allow me to finish it within reason.
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The attacks are intended as they are. You can attack as quick as the animation allows the previous move to play out the actual “attack” part of the move. There’s a follow through and a recovery period and you can attack again to run the combo before that. I’ve never played a game where you can cancel out current move with the next. There’s a window there that allow you to go into the next move and if you hit the timing correctly, it’s faster than simply tapping the button continuously. Either way though, this is how my game works, there’s a timing consideration to get the best out of it, otherwise you can still get a combo played out but it will be less smooth and a bit slower. As for the block, sure, I’ll take a look at how that really feels. I’ll be honest, I never block during actual game play… haha… But I’ll take a look at the block more based on while you’re attacking.
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The dodge move actually goes where you’re looking. You have to push a direction, then push dodge. If you do it quickly and happen to push dodge first, based on a tolerance, you will simply go where you were currently looking at. So, you have to push a direction first. I can possibly make that function with a bit less of possible error in direction, so if you hit dodge a fraction before direction. I think it should still go right now, but I have to look at it again to see the tolerance in there. I think it’s really small error tolerance.
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Yeah, this is just simply something I need to get to. Working on enemies in general. They are at first pass and that’s about it. I’m actually currently busy adding the other enemies and need to work on new animations… etc. So I’m starting to look more at enemies now in general.
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Yeah, I know…
I may or may not do something about that. It’s not the main game play to hide weapons… 
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This is in the list of things to come.