Загрузка видео...
Не удалось загрузить видео
#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.
14,242 просмотров • 4 месяцев назад •via X (Twitter)
Комментарии: 5

Quod Soler ☀️4 месяцев назад
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4 месяцев назад
Thanks for the kind words and the suggestion! I hadn’t given the UI effects much thought, so I’ll explore some ideas.

Nikhil Malankar4 месяцев назад
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 r4 месяцев назад
Oh wow! That reminds me of "Furi" game! Giving a follow now :)

ボルトスパーク4 месяцев назад
パリィ長押しとタイミング混ぜるの緊張感出そう

