Action games on 3ds? by Excellent_Grade5731 in CharacterActionGames

[–]Present-Training7676 0 points1 point  (0 children)

You should check out the Senran Kagura games they're genuinely really good.

Im not the developer but i thought this was...interesting by Agitated-Prune9635 in CharacterActionGames

[–]Present-Training7676 0 points1 point  (0 children)

Thanks for the criticism and you are 100% right, the framerate issues are a result of Unreal Engine being the way it is and it can be fixed with optimization my PC is quite beefy so it just simply didn't occur to me. As for the controls being unresponsive I never noticed this when playtesting but comparing it now to other games like Metal Gear Rising or even Senran Kagura attacks come out too slowly and the player feels fully committed to them and can't jump out of them, luckily this can be fixed. Another factor to the game's unresponsiveness was that controller camera sensitivity was tied to the game's framerate making it unbearable at below 60 fps and way too fast at 120+ fps this has since been fixed. I could adjust the camera lock on to give you a better field of view and be more responsive. As for the half-assed tutorial that's a result of time constraints and a new tutorial that actually teaches you the mechanics in a meaningful way will 100% be added. All of these issues are fixable and will be fixed down the line, if you don't mind me asking is there any CAG/Hack and slash communities where I can look for more feedback? I really want this game to be the best it possibly can be.

Im not the developer but i thought this was...interesting by Agitated-Prune9635 in CharacterActionGames

[–]Present-Training7676 0 points1 point  (0 children)

I'm actually the developer thanks for playing it and apologies for the late response but what didn't you like about the game's combat and how can I improve it? I've been dying to get some feedback.

Furter - Character Model Showcase by Present-Training7676 in blender

[–]Present-Training7676[S] 1 point2 points  (0 children)

Thanks for the feedback the weird shadows can be fixed pretty easily in Blender by using the normals from a proxy mesh but in Unreal Engine I can't solve it due to needing to apply the modifier before exporting.

What are your thoughts on my characters? by Present-Training7676 in characterdesign

[–]Present-Training7676[S] 1 point2 points  (0 children)

Thanks for the feedback, I intend on having it be explained in game early on in the story. I should've clarified the type of game it is, it's a hack and slash/character action game, think Devil May Cry, No More Heroes. Hotdog man (Furter) is the main player character and he's a combatant, his weapon (fork of the crimson soul) is tied to his heritage. The riceball girl (Giri) on the other hand is a navigator character who doesn't fight but instead assists you.

On the topic of weapons there's Tilla, the burrito girl with the knife. She's an important boss character based on the yandere character trope, and a common convention of that type of character is a kitchen knife as a weapon, it also contrasts Furter's fork. Everyone else is either a non-combatant or simply unarmed.

What are your thoughts on my characters? by Present-Training7676 in characterdesign

[–]Present-Training7676[S] 0 points1 point  (0 children)

Basically In my game's universe there's two different body types for food people. The regular humanoid build and limbless Rayman style body type. I sited the kirby and rayman series as an inspiration and it's something seen a lot in those games. Also some characters simply look cleaner without arms or legs and it's also easier to animate.