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#gamedev #ゲーム制作 個人で剣戟ゲーム作っています I’m making a solo-developed sword-action game. 最近はボスの攻撃を増やしていて、長押しでパリィできる弱攻撃群に、タイミング入力が必要な攻撃を混ぜています。 戦闘に緊張感と遊びごたえが出てきました。 Recently, I’ve been adding more boss attacks—held parries for light attacks mixed with timing-based responses. Combat is starting to feel much more tense and rewarding.
5 Kommentare

Quod Soler ☀️vor 2 Monaten
This looks great! I would love a littke bit more feedback on the health UI, like depleted health shaking like in fighting games. But that is a detail. The core feels great!

YmtIsk@剣戟ゲーム制作中vor 2 Monaten
Thanks for the kind words and the suggestion! I hadn’t given the UI effects much thought, so I’ll explore some ideas.

Nikhil Malankarvor 2 Monaten
Mixing held-parry swarms with timing attacks is the right call, it stops players settling into one rhythm and zoning out. The tension holds as long as each attack's tell reads clean on the first look. Looks crisp already.

ꑭ e u r ø m @ n c 3 rvor 2 Monaten
Oh wow! That reminds me of "Furi" game! Giving a follow now :)

ボルトスパークvor 2 Monaten
パリィ長押しとタイミング混ぜるの緊張感出そう

