
Demon Hunter Sol
+++Controls+++
A and D = MOVEMENT
SPACE BAR = Jump(can double and triple with right skill purchase)
LEFT CLICK - DEFAULT ATTACK (Can combo and there's a chance to crit)
Z = SLIDE
S = CROUCH
(Other hotkeys will become available when you purchase skill from the shop)
You start off with nothing, just your basic attacks and 5 health. Try to find the shopkeeper located through the stages (this one for now). He will sell you skills/upgrades for a hefty price.
HOTKEYS FOR SKILLS WILL BECOME VISIBLE UPON PURCHASING THEM
Art and music @eclipx3
Programming @hoodstrats
A and D = MOVEMENT
SPACE BAR = Jump(can double and triple with right skill purchase)
LEFT CLICK - DEFAULT ATTACK (Can combo and there's a chance to crit)
Z = SLIDE
S = CROUCH
(Other hotkeys will become available when you purchase skill from the shop)
You start off with nothing, just your basic attacks and 5 health. Try to find the shopkeeper located through the stages (this one for now). He will sell you skills/upgrades for a hefty price.
HOTKEYS FOR SKILLS WILL BECOME VISIBLE UPON PURCHASING THEM
Art and music @eclipx3
Programming @hoodstrats
Comments6


JediNeeson1 May 2019, 03:01
Very pretty visual, GG!

sylvie1 May 2019, 03:02
I couldn't really figure out the combat - it seemed arbitrary how much damage enemies do and I couldn't find a way to kill them without getting hit consistently. The graphics were good.

VeryEvilTomato1 May 2019, 03:02
I like how you tried to put great work on high resolution animation, and there's definitely a noticeable effort on good keyframe placement. That aside the gameplay felt really clunky, and the sound was pretty dull in general. I couldn't land a sword slash without getting hit once.
Eclipx33 May 2019, 16:28
Thank you all for the feed back will keep in mind for the next time. Only had about 24 hours total to work on animation and my friend was dealing with a bunch of import issues with unity so it was hard to implement everything properly. I had to work two out of the three days of the competition. I did do animations for the hit feedback but Hoodstrats had trouble importing animations and had to cut out a bunch of stuff to publish it. Had game over animation, title animation, hit animations for all targets in the game and title theme, level theme, boss theme and game over theme music done. We were supper limited with time. We didn't even get to touch sound effects.
Eclipx33 May 2019, 16:28
Thank you all for the feed back will keep in mind for the next time. Only had about 24 hours total to work on animation and my friend was dealing with a bunch of import issues with unity so it was hard to implement everything properly. I had to work two out of the three days of the competition. I did do animations for the hit feedback but Hoodstrats had trouble importing animations and had to cut out a bunch of stuff to publish it. Had game over animation, title animation, hit animations for all targets in the game and title theme, level theme, boss theme and game over theme music done. We were supper limited with time.





A few bits of feedback:
1. I would give some feedback when the player character gets hit. Even a short audio clip or a basic animation can really help. I got hit like 3 times by the first enemy in my first try and though I only got hit once.
2. On a similar note, it seemed ambiguous whether or not those regular enemies do damage if you collide with them. Given the current difficulty and how often they attack, damage on their attacks alone would probably be enough.
3. I had a glitch where every once in a while I wanted to double jump and it only let me single-jump.
Again, great work!