🏌️ Folks have been asking how much Super Battle Golf will cost! Our goofy golf game will be 7.99USD with a 20% off launch discount when it drops on steam on February 19th!
🔥 This game has been mega fun to develop & we're so jazzed to get it out to you folks in just a few weeks!
It seems coding has finally clicked for me. The amount of progress I've been making on my first game ever, regardless of how small the scope is, is absolutely incredible.
Usually, I found coding to be tiring and frustrating, but even being puzzled is fun. I'm enjoying it.
@devpachi It's getting impossibly hard to believe this game will ever be a thing, at this point. There's been a Kickstarter that did pretty well, followed by a demo, then months of complete silence again.
Devlogs, posts like these or any communication AT ALL would be extremely appreciated.
@x4nder22 For some reason, from looking at the amount of options so far, I can kind of see this game doing really good as an incremental game?
Regardless, looks really good, really cozy. Especially considering games like this are a rarity in the platform, good job 🐊
@TuxedoPato There's just something about character doing things around a greyboxed environment that's just so appealing. I could absolutely find myself scrolling through posts similar to this for an hour.
I LOVE the balancing and stumbling animation when she stops moving, the cartwheel too.
I have the animation zoomies again 🏃
Trying out some different methods to improve the quality of movement. I'm especially happy with how good it looks when running in a tight circle
Her movement is inspired by birds because her hair reminded me of a chicken lol
levou menos de 1 dia pra eu fazer esse desenho, e tenho certeza que minha filha jamais irá esquecer tanto ele quanto esses nossos momentos desenhando juntos... tenho pena de vcs que jamais poderão sentir isso.
@imcertly Your rendering is something else. Every single time your art shows up on my feed, before I recognize its yours, I'm always 100% sure its a 3D model for a sec.
@psergiomr Of course, my answer implies that charged attacks with longer wind-up should be far more effective due to their stakes on the first option.
As for the second option, perfect-timing feature where the player deals more damage for releasing a charged attack at the right time.
Let's say you hold the attack button to charge an attack.
What do you expect to happen once it finishes charging?
A - Automatically releases the attack
B - Only releases the attack if you release the attack button
@FallenTearGame Could not find a proper combat showcase of your game, so assuming it has only a single attack key, B would be ideal if enemies are meant to be kited.
If combat is a little more complex than that, with more combat strategies than kiting, A would be interesting with knockback.
@nekoanims Same for VFX, really. All the recent games (talking mostly about anime games here) have such similar VFX that it feels like you're just playing the same game with a different theme. How come this platform keeps getting less and less creative?
@DokuGamesLTD I really don't wanna be that guy, but since @edgerunnerkev mentioned Gorilla Arms, I have to admit, this is EXACTLY how I expected melee to feel in Cyberpunk 2077. You can just FEEL the impact, and I'm not even the one playing.
Absolutely wonderful job, man, love it.
@wombatstuff Exanima. I did struggle a LOT the first couple hours, but when I got used to the movement and combat, suddenly the game became far more interesting. The lore is interesting, the exploration is pure suspense, combat is absurdly fun. Being early access, it can only gets better.