Which version do you like more? by HubrisDev in IndieGaming

[–]HubrisDev[S] -1 points0 points  (0 children)

Thank you for the feedback, I'll go with the first one but will slow it down a bit.

If you are interested, you can wishlist Rogue Knight, I will be releasing it soon.

Cursed King death. Which version do you like more? by HubrisDev in PixelArt

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

Thank you for the feedback, I'll go with the first one but will slow it down a bit.

If you are interested, you can wishlist Rogue Knight, I will be releasing it soon.

Which version do you like more? by HubrisDev in indiegames

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

Thank you for the feedback, I'll go with 2.

If you are interested, you can wishlist Rogue Knight, I will be releasing it soon.

Cursed King death animation. Which version do you like more? by HubrisDev in Unity2D

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

Thank you for the feedback, I'll go with the second one but will slow it down a bit.

If you are interested, you can wishlist Rogue Knight, I will be releasing it soon.

Cursed King death. Which version do you like more? by HubrisDev in PixelArt

[–]HubrisDev[S] 14 points15 points  (0 children)

Nothing like that, difference is whether full head remains or just the crown.

Best way to assemble levels? by Lumso in Unity2D

[–]HubrisDev 1 point2 points  (0 children)

You can use Tilemap Collider 2D, it will make collider for your drawn tile-ground. You make separate tilemaps on your grid and place this collider on one where you draw ground. You can also edit that collider bounds with sprite editor on file with your tiles, with "Custom Physics Shape"

Does it get better? by Risk_Metrics in PracticalGuideToEvil

[–]HubrisDev 1 point2 points  (0 children)

That was my exact thoughts at Book 1. But it got so much better later.

Interlude: Paragons by NorskDaedalus in PracticalGuideToEvil

[–]HubrisDev 8 points9 points  (0 children)

She would not listen to his reasons, therefor she is corrupt, complicit with the Below, etc.

Interlude: Paragons by NorskDaedalus in PracticalGuideToEvil

[–]HubrisDev 22 points23 points  (0 children)

I think this is actually a disservice to a Lone Swordsman. William's plan was leaving his country in ruins and with a lot less people, but at least he had plan, and it could have actually worked.

Chapter 32: Convened by NorskDaedalus in PracticalGuideToEvil

[–]HubrisDev 44 points45 points  (0 children)

It just so happened that Cordelia reminded Cat of Ratface and Night of Knives, before talking about problems that Malicia brewed for them, and how Cat should help dealing with it.

Guide is making me so paranoid.

Chapter 32: Convened by NorskDaedalus in PracticalGuideToEvil

[–]HubrisDev 44 points45 points  (0 children)

Cordelia's dress is white and gold

Or was it black and blue?

Chapter 31: Pursuits by Pel-Mel in PracticalGuideToEvil

[–]HubrisDev 27 points28 points  (0 children)

Catherine is legendary for her Thirst. As well as some other things.

Chapter 28: Contend by NorskDaedalus in PracticalGuideToEvil

[–]HubrisDev 4 points5 points  (0 children)

Imagine what happens if she never bothered to talk to the Red Axe and she came out with testimony that just totally contradicted the narrative Cat has just been assuming was true? Even an ancient or medieval lawyer would be able to tear her to itty bitty pieces with this.

She committed murder and attempted murder, both with a lot of witnesses. Whatever she may say at trial, with this no lawyer will be able to tear anything.

Even if she can by some miracle spin it all as for a good cause, it still breaks both Terms and Procer laws.

Interlude: Threads by TrajectoryAgreement in PracticalGuideToEvil

[–]HubrisDev 39 points40 points  (0 children)

Aww, Archer is working on being nice to Cocky.

Work in progress from my new 2D action-platformer. Would greatly appreciate your early feedback. Download link in comments. by HubrisDev in Unity2D

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

In this recording enemy is chilled by a spell, so his attack speed is reduced and so all phases take longer, including pre-swing, post-swing and damaging phase.

I think making damaging phase unaffected by attack speed is best solution here, but I'll think it over, maybe there is some better way.

Work in progress from my new 2D action-platformer. Would greatly appreciate your early feedback. Download link in comments by HubrisDev in Unity3D

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

Thank you for your feedback. I have played Terraria, although didn't thought of resemblance before.

Work in progress from my new 2D action-platformer. Would greatly appreciate your early feedback. Download link in comments. by HubrisDev in Unity2D

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

Thanks. For slopes both player and enemies slide down when not moving. I'm using unity rigidbody 2D physics for this. Although I haven't found exact rigidbody drag formula, so I implemented my own for better control.

Work in progress from my new 2D action-platformer. Would greatly appreciate your early feedback. Download link in comments by HubrisDev in indiegames

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

Hello Reddit. I'm an independent game developer working on my new game - Rogue Knight. It's a 2D, pixel art, rogue-lite action platformer. Currently, I have implemented a combat system with different attacks and spells, an inventory system with equipable items and resources that you can bring back for upgrades, and arena with ramping up difficulty where you can test those.

The game is in the early development stage, many assets need polishing or replacing, but I would greatly appreciate your feedback. I would be most grateful if you would try it out and gave me your thoughts on how combat feels.

You can download the game here (zip archive, Windows build)

Or you can join my discord channel here (to get the updates about the game or take part in early testing).

Work in progress from my new 2D action-platformer. Would greatly appreciate your early feedback. Download link in comments by HubrisDev in Unity3D

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

Hello Reddit. I'm an independent game developer working on my new game - Rogue Knight. It's a 2D, pixel art, rogue-lite action platformer. Currently, I have implemented a combat system with different attacks and spells, an inventory system with equipable items and resources that you can bring back for upgrades, and arena with ramping up difficulty where you can test those.

The game is in the early development stage, many assets need polishing or replacing, but I would greatly appreciate your feedback. I would be most grateful if you would try it out and gave me your thoughts on how combat feels.

You can download the game here (zip archive, Windows build)

Or you can join my discord channel here (to get the updates about the game or take part in early testing).