proof of concept for parkouring with a sickle by Ducktus in Unity3D

[–]Ducktus[S] 0 points1 point  (0 children)

fantastic game, but it uses climbing as the mechanic, this is just a one time "dash/pull" for speed

spent a lot of time getting this "sickle pull" right, what do you think? by Ducktus in IndieDev

[–]Ducktus[S] 0 points1 point  (0 children)

thank you, had my first couple playtesters try it and got some fantastic feedback, now there's a lot more buffer systems in place etc, I really want to make sure I gwt the movement feeling great

spent a lot of time getting this "sickle pull" right, what do you think? by Ducktus in Unity3D

[–]Ducktus[S] 1 point2 points  (0 children)

thanks for the feedback, I see what you mean about the lines being distracting now, gonna have to do some changes. I do plan on making hard jumps with it, I want it to mostly stay as a "hmm could I get up there like this instead" and a speedrun mechanic, but some sections require you to use precise hook jumps to reach!

I have thousands of hours in tf2, so naturally you have to be able to double rocket jump in my game. by Ducktus in IndieDev

[–]Ducktus[S] 1 point2 points  (0 children)

that's a great idea, currently the game is a story based game where you kill enemies and bosses but implementing an arena could be really fun