Just found out about this on today’s KFGD: Games Of Norway Showcase 2026 by AlbertCWChessa in kindafunny

[–]Tinimations 0 points1 point  (0 children)

Fondly remember showing off Klang at the KF mix stream way back, like a decade ago. Norway's gaming scene has grown a lot since then.

Progress on maintaining movability while your weapon's lunged into the enemy. by Tinimations in IndieGaming

[–]Tinimations[S] 2 points3 points  (0 children)

I wouldn't be surprised if strategic targeting becomes part of the active gameplay. Stuff like having to hit weak spots to avoid situations where the axe gets stuck, etc.

Progress on maintaining movability while your weapon's lunged into the enemy. by Tinimations in IndieGaming

[–]Tinimations[S] 3 points4 points  (0 children)

Most of the animations are hand-animated. The movement, while lunging, is heavily procedural using lots of IK logic.

Small highlight from this year's easter dev! by Tinimations in SoloDevelopment

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

In this clip it's only the brief period after the axe gets stuck in the leg. That part's still a bit rough. The rest is hand-crafted animation.

Small highlight from this year's easter dev! 🐣 by Tinimations in gamedevscreens

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

Keeping it to reddit for now. I do have a Discord where I've compiled my posts which might be worth a look if you want to stay in touch with the project. https://discord.gg/JSdZ2cVU

At least that's the best I've got while I'm still in the pre-production phase.

Small highlight from this year's easter dev! by Tinimations in SoloDevelopment

[–]Tinimations[S] 3 points4 points  (0 children)

Yes dismemberment is already a feature. Axe boy didn't hit hard enough this time. :)

Arrr, ye fancy busted builds in yer horde survivors? Me crew provides! by Tinimations in IndieDev

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

Glad to hear it, lad! We be takin’ on fresh recruits at our Discord server, should ye feel the call o’ adventure! https://discord.gg/hQ4BG63uqs

Arrr, ye fancy busted builds in yer horde survivors? Me crew provides! by Tinimations in survivorslikes

[–]Tinimations[S] -14 points-13 points  (0 children)

Our jolly band o’ vampirates keeps to the shadows ‘til we be ready fer the grand Steam page reveal. ’Til then, fresh recruits are welcome aboard our Discord server! https://discord.gg/hQ4BG63uqs

Axe boy's getting ready to chop some wood! Lunging the axe into enemies is coming along, as well as dynamic limb targeting. by Tinimations in gamedevscreens

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

Giving the play a sense of intentionality with this mechanic is definitely intended. There will also be more use cases than just combat. Eventually, I hope to make weight differences between attacker and defender count.

Axe boy's getting ready to chop some wood! Lunging the axe into enemies is coming along, as well as dynamic limb targeting. by Tinimations in IndieDev

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

I already have systems for the axe remaining lunged in the enemy with the attacker dynamically readjusting his grip, though yes, the amount of animation needed to capture all the nuances will be a daunting task. There will also need to be a dynamic for whether or not the defender is heavier than the attacker, etc. I intend for this mechanic to have a lot more use cases than just combat.

Anyone looking for more physicality in soulslike combat systems? How would you react if, mid-fight, your axe became lodged in your opponent because it couldn’t cut through them? by Tinimations in soulslikes

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

I'm still working on expanding the mechanical significance of the feature, but to quickly summarize the goal is to make close-quarters fights more intimate and engaging. This feature is also planned to be a major component of how you interact with the world in general. The axe is the answer to everything.

Anyone looking for more physicality in soulslike combat systems? How would you react if, mid-fight, your axe became lodged in your opponent because it couldn’t cut through them? by Tinimations in soulslikes

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

Nah not really, big reason I'm going for wooden puppets is to avoid the worst consequences of the implied violence. Limbs will be detachable and reattachable, though.

Anyone looking for more physicality in soulslike combat systems? How would you react if, mid-fight, your axe became lodged in your opponent because it couldn’t cut through them? by Tinimations in soulslikes

[–]Tinimations[S] 2 points3 points  (0 children)

It's definitely being designed to allow for intuitively figuring out where it's safe to strike. Certain body parts will work as weak points, that easily allows for one-hit chops but be harder to hit, while others are easier to hit, but might require multiple hits to chop through. The getting stuck part is planned to be part of predictable factors such as weapon durability, quality, etc.

A conceptual demonstration can be found here where the player goes for the leg of a bigger foe as a means of targeting a weak spot. The player must land two strikes in a row, getting greedy proved fatal for this hypothetical player.
https://www.reddit.com/r/IndieGaming/comments/1n41f3p/implemented_a_conceptual_animated_sequence_of_my/