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well, I'm a hardhatbeetle in this version, which is kinda cool tbh

I probably don't need to point out what's broken, so instead I'll stick to the big picture:

- you made a lot of great progress as a whole, doing group debug is a really great way to learn development... honestly I'm a little happy you refactored because now you're all collaborating hardcore, despite how stressful it is for you

- but uh obviously in the future, beware of doing a project-wide refactor as you approach a project deadline... most game studios would never refactor everything as late as you've done... or, maybe there could've been a different way to approach the refactor? or maybe the refactor could've been more modular and slower? stuff to think about re: your development approach for the next 2-3 years of projects here at game center

controls seem a bit laggy sometimes, and sometime link's facing direction doesn't match the movement direction / input?

controls are actually reversed in game,,, for me, X is sword, Z is shield?

cool to see combat working! sword attack doesn't feel super reliable though, sometimes it feels like I should be hitting enemies (and visually the sword touches the enemy) but then the enemy takes no damage? this is mostly a problem with the little bouncey blob monsters... so make the damage raycasts more generous? you can make the raycast longer, or use something like circlecast (which is like a thick raycast)

add in some basic sound for various actions and player inputs will make the player controller feel more solid, so maybe it's time to add a bit of that in

implement pits / damage soon, it's hard to test the combat when we can move wherever and enemies don't hurt us

you might need to scope down in other areas to focus on the core combat more

good progress, and art is good!... no more sprite tasks! focus on the other aspects now lol