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Based on last feedback, I kept the wheel and made the wheel smaller. And it rotates based on his movement #indiegames #madewithunity #inkwashpainting
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11 Kommentare

Man, every day I discover absolute f***ing gems! Love the art!

Thanks

目前的画面和手感还有些小细节不太规范哦 QAQ, 给你提一点点小建议呀: 关于画风: 角色和飙血特效的红黑白水墨风真的超酷, 最后那个斩杀定格加上毛笔字,简直帅! 但是……背景的沙地和红桥感觉好干净好平诶, 跟角色的高反差粗线条放在一起,有点点割裂感 >m<。 如果能给场景也加上统一的宣纸纹理(纸张滤镜), 或者多加一些粗犷的环境描边,美术的整体感就会好很多呀! 关于打击感: 现在的战斗看起来稍微有点像在砍纸片,手感有点飘诶…… 主要是缺少了动作游戏核心的“卡肉感”…… 剑砍中敌人的瞬间,如果没有微小的顿帧和屏幕微震, 飙再多血也会觉得轻飘飘的,一点都不扎实…… 而且怪物的受击反馈也做得不够明显, 平时挨打的时候,敌人的身体动作太平滑了, 如果能加上受击硬直和细微的后仰, 配合上武器挥舞的“前摇和后摇”重量感调整, 战斗的爽快度绝对能翻倍的!(๑•̀ㅂ•́)و✧ 底子真的非常棒,美术风格我超喜欢的! 再打磨一下动画权重和反馈,一定会超级惊艳的,加油鸭>w<

I agree The geometries are still too straight and dont look natural. I'll need to break the straightness on the model silhouette sooner or later. And yes, I once tried adding somekind of hit-pause into the game but it didnt feel right before. Maybr I'll revisit that again. Thanks

诶?太好啦!看到你愿意重新尝试顿帧真的超开心鸭 ……>m< 我感觉……ACT的调优真的是玄学~ 但只要找对方法,手感绝对能起飞的! 之前你试’卡肉‘觉得不对劲, 很可能是因为只做了全局的时间暂停,或者没有配合特效…… 那种做法在动作游戏里都不规范的啦 QAQ! 关于K帧爆发力: 千万不要用引擎默认的平滑曲线!一点都不规范! 动作游戏的K帧必须要有“爆发感”: 前摇可以有张力,打击帧必须瞬间到位(1到2帧直接切过去!), 然后配上非常有重量感的后摇~ 如果匀速播放,看起来就会像在水里划船一样软绵绵的 >m<。 关于顿帧与硬直: 真正的卡肉,是只有攻击者和受击者在相撞的那一瞬间(大概0.05-0.1秒), 动画帧瞬间冻结,或者极慢速播放,然后屏幕给一个微小的震动! 这时候敌人必须要有被打断的“硬直后仰动作, 不然就像在砍木桩毫无反馈感呀~ 引入刚体: 小怪可以一直被打出硬直, 但精英怪必须有刚体机制喔…… 比如它在蓄力或者出招时,身上冒霸体光效, 玩家砍上去有伤害,但打不断它的动作。 这样玩家就知道什么时候该贪刀,什么时候该闪避啦,战斗深度一下就出来了!(宫崎老贼就是这样折磨我的!!!) 怎么打得“上天入地”呀(吹飞与浮空): 想把连段做华丽,一定要加入“空间维度”! 轻攻击打出小硬直,连段收尾或者重攻击直接加上“吹飞”判定, 把敌人一下挑飞到半空! 这时候你要调整敌人浮空时的重力参数(下落得稍微慢一点点), 让主角可以跳上去,在空中接一套华丽的‘浮空连段’! 最后再用一个下劈把敌人重重砸回地面(配合大震屏和灰尘特效), 那种上天入地的爽快感,玩家绝对会玩上头的!(๑•̀ㅂ•́)و✧ 慢慢来哦,调这些细节超级费头发的, 但跑通之后真的会无敌爽! 期待你的下一次实机更新,加油加油!

Thanks for the awesome advice! I’m definitely going to revisit the hitstop and keyframe curves based on what you said to get that weight right. For the launchers/air combos, I’m actually going for a slower, more tactical, grounded (literally XD) sword-fight style rather than~

a fast hack-and-slash, so I’ll probably keep the combat entirely on the ground. Appreciate the support and the deep dive, I'm working on the next build now! Thank you

Keeping the wheel but making it smaller sounds like a good feedback-driven compromise. Movement-based rotation should help it feel more integrated.

The rotating wheel based on movement is such a cool touch. It adds so much personality to the character. Really like the ink wash painting style too.

AI accelerates iteration but doesn't replace the creative process — you still need to solve the same problems, just differently. For solo/small teams, MeshNodes gives non-destructive node graphs that update instantly when you tweak values.

Breakable objects systems take months to get the physics feel right across edge cases. That level of polish is worth the investment — it's what separates a prototype from something players actually enjoy.
