There's not a lot here. 

It's a prototype combat system for a fantasy adventure game I'm working on. It's still very much unfinished.  More features are coming. It's meant to be similar to the combat in a couple of games in the Tales series.

Beware, Swordsman is less complete than Brawler. You're sure to find his repertoire of attacks to be lacking.

The controls are:

  • WASD to move
  • Spacebar to jump
  • E to attack
  • Q to change targets
  • Left Ctrl to block
  • hold Left Shift to enable "roaming", or free movement
    • When you're not holding the "roam" button, you're locked in a plane with your targeted enemy, which allows you to do some simple directional input to modify your attack combo.
  • Tab will open a battle menu
    • For using healing items and such. It only sort of works. Expect something to break if you venture here.

Issues I already know about:

  • Missing or unpolished animations (clipping issues, etc.)
  • The sounds suck and there's no music -- yeah, I know; I just threw these CC0 effects in there for demo day so the experience wouldn't be totally silent.
  • The AI is too basic

Outside of those things, please let me know what technical issues you encounter.

How does it feel? Knockback amount is okay? Pacing of the attack combos isn't too strange? Other questions, comments, rocks or bottles?

StatusPrototype
PlatformsWindows, Linux, HTML5
Rating
Rated 4.0 out of 5 stars
(2 total ratings)
Authorkylekyleton
GenreAction
Made withGodot

Download

Download
still_untitled_combat_demo.x86_64 81 MB
Download
still_untitled_combat_demo.exe 88 MB

Install instructions

Just run the executable.

Comments

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I find myself a little alone here, but I personally did not like the restrictedness of the movement and the clunky switching of focus.
The brawler absolutely feels better than the Swordsman, and feels more engaging by its speed, while the swordsman is more locked in more and doesn't reward in other departments.
I dislike the breaking of the pace with the inventory, it feels like there could be a more dynamic and smooth solution without [PAUSE MENU].

As to your feedback questions in the end: I didn't actually notice there was knockback, and the pacing of the brawler was pretty good while the swordsman feels like he's laboring with the swing as in he takes a lot of time for a relatively light sword.

(1 edit)

As a combat prototype, this feels  and looks great.  I liked having multiple characters to use, and they felt distinct.  Animations were quick and punchy, and I never felt like I was locked into a sluggish attack.

It would be cool to get some juggling of enemies going, maybe something like devil may cry but not as over the top.

I liked it a lot, can't wait to see where it goes!

Thanks for playing

Juggles and throws are in the works. :)