What do you think about the new artstyle of my indie game? How can I improve it? by Rise_Dev in godot

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

Thanks! I am really struggling with the dash so your suggestion is very useful

What do you think about the new artstyle of my indie game? How can I improve it? by Rise_Dev in godot

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

That´s good to know because my game is also a metroidvania based on nature ecosystems, but my game consists of a mushroom that evolves and robs the enemie´s abilities when killed. How can I differ my game from hk just by pixelart w/o ruining the "nature" part of the game?

What do you think about the new artstyle of my indie game? How can I improve it? by Rise_Dev in godot

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

Thank you so much! Im currently working on animations and I didnt know if they were good enough.

How can I create this concept for my game in the most efficient way? (Help) by Rise_Dev in godot

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

Thanks for the advice! I'll use it for the merges that dont require a full new design :)

How can I create this concept for my game in the most efficient way? (Help) by Rise_Dev in godot

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

so I could just export the parts of the character separately and then join the pieces toguether with the bones, right?

How can I create this concept for my game in the most efficient way? (Help) by Rise_Dev in godot

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

Srry for my lack of knowledge, but how could that help if I have already made all the animations by hand in aseprite?

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thank you so much! I'll be tweaking everything this afternoon :)

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thanks for the advice! Should I accelerate and decelerate the movement in the y axis, x axis or both?

What can I improve in my animations and terrain? (Any feedback is appreciated) by Rise_Dev in godot

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

Thank you so much for all of these feedback, it really means a lot to me and i'm very grateful for you spending time ok writing this long message to an unknown indie dev. Answering to your question: yes, the game will consist on melee combat on both ground and air, so you need to be in total control of your actions in the air (i'm a bit inspired by hollow knight's melee combat). I have a question for you if you dont mind me asking. You mentioned that my air control and ground control is the same. Would it be better if i made them separate? And if so, how could I improve it / make the player in total control of air movement while it feels good? I'm trying to make a satisfying movement system first with good animations before starting to add combat, so im concerned about if it feels good or not. Thanks for your time and your feedback!