it's fun to touch grass :D
(or murder grass)
thanks for playing ~
aye i only learned of what coyote timer/buffers were like only a few weeks ago haha, but i may consider if i ever planned to update hm.
hm aye i was initially planning for axe aiming but i couldn't figure it out at the time, probably not reworking it but i'll consider for future games huhu ~
im alright with axe reload being extremely short here, (even if it can be spammy haha) since there aren't many methods of attacking here (and also with the sword goblin knight might be impossible to kill if reload's any longer)
thanks very much for the feedback! :D
Tanks for playing huhu ~
yea the final boss, once you know the patterns, its easy to dodge and spam bullets. I made sure health was high enough so the fight wouldnt finish too quickly, but not feel too long and repetitive.
Tower Offense was also one of my favourites, always wanted to play those reverse tower defenses haha ~
Thank you, i hope i can do better with future projects ~ all the best to you too! :D
aye the maps and camera was not designed with the new controls in mind since the old controls was the intent, i think new controls also made some stages difficult to move around like the 15 - donkey kong inspired one haha ~
but i'm glad the new control's working out at least huhu ~
(probably won't be making a sequel til at least a very long time, but i have some ideas. Like more playable characters, abilities players can use, more war crimes(flamethrower) >:DDDD, scrapped ideas like ninja tengu, laser yamawaro, improved allies for no friendly fire, probably procedural levels cuz this project took me forever and it gives more replayability.) dont count on a sequel though haha
Tanks for playing! :D
this is fun, had a run with 13 damage zombie lmao. (also always wanted to play the 'bad guys'/monsters sometimes instead of the heroes haha)
i do like how the hero fight smart sometimes, targeting support(fairy/bat) or buildup(mole) monsters or stunning at the right time. Unless its zombie at the back which he dont seem to prioritize.
great game, any plans to expand on this?
Tanks for playing! :D
aye, seems controls are the common feedback here, more people struggle with it than expected. Certainly won't be using this kinda controls again huhu. Personally, the W/S movements made sense to me, (it was originally from the Unity Tanks! game haha) and the A/D controls was originally the aim/turn controls, which i repurposed to a sidewalk (which yeah, i'd think this is the more confusing part even for players who get used to the W/S movement)
in the unlikely event where this ever gets a sequel, i'll probably make the controls to be more like Boom Beach Frontlines, which works exactly as you suggested, a separate movement control and an aim and shoot control. (sadly, that game was shut down)
Still, i very much appreciate the feedback, thank you! :D