@drummermansam Glad you liked it. Was listening to dungeon synth and a streamer playing old Amiga games while working on it which inspired the music. Sound was done with BFXR to generate the base sounds, and then Audacity for pitch shifting to get variation.
@lukas0842 Thanks. Will definitely continue work on it if possible.
@grandblood That was the primary focus I had for this game, glad it worked out as well as it did. Have some ideas on how it could be expanded into a small, but complete, game. Main issue is time and energy.
@arkinrev Thanks for the praise. Mindlessly pressing a button to kill stuff can be fun, but having to plan what you're going to do and then successfully executing it is so much more satisfying.
@j4cko16 Graphics could definitely use some polish. Also more character animations, particles, secondary movement, and background idle animations. Had wanted more of all that but had to make cuts due to time. Diagonal movement was something I had condsidered but didn't have enough time to test to see if it fit well with everything else. Initially felt like it might have been too powerful, but would need to test it to know for sure.
@lesinvisible That's part of what I was going for and glad I got it across. The main character was inspired by Samurai Jack and Kyuzo from Seven Samurai.
@aaron-smith Thank you. I always have to fight against throwing everything into the game when first planning it out. Have to remind myself that it's done when there's nothing left to cut.
@ggross During development I actually had to force myself to stop playing it, and the person who did some playtesting on it also said they wanted to keep playing. I needed my computer back to continue working though.
@avareii Thanks for the high praise. The gap is there intentionally and won't be removed. There are times where there's a purposeful delay in allowing player input to create vunerability. It's part of the game to learn when those are and plan around them. The jump indicator was something that was cut due to time unfortunately. Wasn't able to come up with something I felt would fit stylistically before I had to ship it.
@serxiolas The original plan was not to have one hit deaths, but have it based on launching enemies into the air and doing combos. Wanted to make a 2D spectacle brawler. And while it would've been cool I didn't have the time/skill mix to do it justice in 48 hours, so instead drew inspiration from Kung Fu on the NES and just had one hit kills.
@caeonosphere I had more enemies planned, just had multiple that filled the same niche and cut them due to time. The collision detection definitely needs work, it doesn't feel good at higher speeds. I had to make the player invincible during the downward slam attack because otherwise there's a chance it would register the enemy hitting the player before the player's attack hit the enemy. The base engine separates the rendering and the physics so that may also be a source of the issue.